Sorry i should have elaborated a bit more. Simply model out your "button" model, youll probably have to clone it quite a few times, then create a curve following the shape of the buttons. Then select button mesh, then shift select the curve and go to: Animate > Motion Paths > Attach to Motion Path This makes the object…
I like this version better, but the blade still seems very dull (not sharp). Does it glow ingame too? What Ghostdetector tried to say is: You have one layer with your weapon on it. You duplicate that layer. You select the lower layer with your sword. You apply a Blur Filter to the selected layer. That way your weapon got a…
@Lucospade Thank you, I really appreciate it! So the flat version is the 3d simulated mesh after ypu select the patterns you want to flatten and export and select "Reset 2D Arrangement". 3d Simulation 3d Simulation with "Reset 2D Arrangement" MD will take your patterns and turn them into UVs automatically, however it is a…
Finally managed to make a start on this months challenge - only spent a couple of hours trying to block in the larger sections and get it all into UDK - first time using this so I'm going to attempt to keep it all fairly simple. Currently just tweaking the scale as it doesn't feel quite right yet. Any comments/tips would…
I received a bunch of isolated vertices warnings when I used my approach to address your issue, and I couldn't quite remember how I dealt with that pesky problem, lol. Anyhoo, here are my steps: 1) Select all hard edges (I did it via a script I use regularly) and set the Edge Crease value to 1.0 under Edge Properties and…
like Glynn said, key move the pieces apart within the mesh and key it.(autokey should handle it for you) frame 0 = original element positions frame 1 = exploded element positions you may need to select 'All' within the keyfilters to key the mesh. I think Autokey should know what to do regardless the reason i like the layer…
I've been using ZBrush for a little over a year now and haven't seen anything about snapshotting, so I'm gonna go ahead and say no :) I just opened up ZBrush again and tried the same thing with the default star mesh. Same problem. What I'm doing is: 1) Loading ZTL or importing my OBJ. 2) With Draw selected, I'm adding my…
Lerps can be useful but very tricky to control with blended colors, like magenta. You're better off composing your masks from just RGB and A channels. However if you wind up needing more than 5 maps you can build a color masking material function like this: ColorMask is your mask image ColorCompare is the color to select…
JPG fucks up selections in photoshop, especially select color range which is an important tool, you often have to heavily process the textures to get them into a ready state, and as they are not tiling or anything, pretty much all will be processed. Then mix that with natural issues like shadows and lighting that need to…
In 3ds Max Open "Render Setup" [F10] Panel "Common", rollout "Assign Renderer", set "mental ray Renderer" Open "Material Editor" [m] Select a square material slot Select a new material type by pressing the button on the right of the material name, the default is "Standard" In the Material/Map Browser Dialog GroupBox…