Kamikaze Mech Suit Color Options done a bit of color variation for the mech suits. I named the suit " Kamikaze" as this suit is specialized built for the one that will be the scout to enter the unknown area. I dont design the suit to have much weapons attached to it as these suit are more for scouting than engaging/…
Just draw a 272 unit box with grid snap turned on, but if you really want to know why the keyboard entry is off... That's because it builds from the center of the box and there isn't an even number of blocks on either side and the center of your box falls in the middle of the center row. You need an even number of blocks…
It is always wise to keep the number of materials low as possible, so you will have less "Draw Calls" in your engine. For Gothic 3 we made houses with 10 or more materials but after testing some levels in the engine we decided to cut down the number of materials to 3 or 5, because the engine was getting slow because of the…
Hi! I'm creating a face rig in Maya for my showreel using a mixture of ARKit's blendshapes and joint based systems! Here's what I have so far. Demo Video: https://youtu.be/A1MzcbM9J4k I am using an asset from Blender's public domain Human Base Meshes v1.4.0 pack as the mesh for my rig. The head model was created by Dan…
I don't doubt the numbers, I just doubt that these are the only numbers that exists, but we can't just ignore the numbers that we have in hand because they aren't complete. I posted the numbers because they were meant to give a perspective on how bad it is. Is it really that hard to click the links and make up your own…
I once used a fill layer in the Photodhop with opacity: 6% and Fill: 4% . It crates an alpha value of 1 in 0-255 scale instead of pure black. Renderers usually just clip such a small value on its own or it's getting eaten of by texture compression I am not sure but never seen an issue in game. In Afinity Photo it had been…
Thanks for the help so far guys. Ok so i still have;nt manage to figure out the overlapping i am about as useful as a bag of hammers when it comes to Mel. I have a new question either way, i want to create a boundry which is adjustable using two intSLiderGrp. So say a limit on the x and z axis which the user dictates. Then…
11.25.. When I made arenas that was the magic number. When I made arenas with odd corners, I would make North and West ends first, and they would extend a bit beyond where I need to cut at the corner. In this case the radius of both North and West look the same. I would make North first, then dupe and put that at West.…
good one.. i actually don't know how you'd do this other than to animate the influence as you would with an fk/ik blend rig - i haven't done any maya character rigging since about 2012 though so any number of things could have changed (i.e. moved to a different menu)