Unfortunately I'm only working with 3dMax, so not sure about how to do it in Maya. In Max I would simply merge the verts from the flat plane to the edge verts (try to keep quads/triangle polys). But first I would tackel the hole (& center cylinder): I would detach the inner hole faces to a new object and then use the "edge…
That's weird then, you can try to use the matching by name of substance painter but idk. Maybe your highpoly is way different from your low poly or something like this, but I'm pretty sure that the chair's back piece is causing this. Try to move the chair's back piece away in other axis.
Planted keys. It's how biped handles IK, basically you "plant" each foot in world space, then move the pelvis and set free keys to unstick the feet. You can use them when doing a walk cycle also since it has the ablity to pick the pivot point. When the foot makes contact you set a planted key with the pivot on the heel,…
Yeah but that only activate the centerbox thing which is ridiculously tiny, lost in between the axis (which makes selecting individual axis very easy in an inconvenient way)
Goal for today : get the hip junction done. My idea for this vehicule's is that the hip and knee for each leg are each powered by a different engine, while the foot and ankle articulations are powered by way of hydrolic actuators. Engine A powers the Hip, but the energy to power the knee has to go from Engine B through the…
you will need more than a greyscale for a flowmap since you want to offset on both x and y axis on the texture. check out this thread http://www.polycount.com/forum/showthread.php?t=91566 lots of discussion on valves flow maps and how to create the map it;s self and the shader in udk.
Centimeters, because that's what a majority of contexts expect. Some formats also work with generic no-name virtual units, which are then interpreted as centimeters. However ... A frequent problem is that many 3d programs/model viewers don't offer a solid way to check. So for instance, if TB3 was to adopt centimeters as…
Christian Nordgren: Wow, thanks sir! I've loved your pixel art/low res and poly work, it's been a huge inspiration to me. Here's the unity package with the script - basically it consists of two scripts, CameraLocationTracker, (that caches the camera location both at runtime and in the editor *and a few other useful things)…