GUN = Looks good. Getting some funky edges by the trigger though. Normal maps seem a bit too strong, I'm not sure. Got refs? Also, wires? GIRL = Looks alright, but could use a lot more depth. Push one of those background bombs farther back, add some contrast in size. Switch up the angles too (on the z axis). The BG is…
Hi chris. This is not a bad start, and Im so happy to see that you`re using the ball with legs, instead of a full character. Less to keep track of, so that's great for beginners. Yes, the feet sliding is the most noticeable thing. So, it really depends on how you`ve animated this moving forward. Did you do a cycle in place…
That might have been what I ended up doing actually.. So.. On all the high res objects together ... planar map a gradient to the up/down axis in the diffuse channel and bake out with RTT I like keeping it within RTT as opposed to ortho cameras because you know things can't get moved
Never worked with this, ever, but I've seen this sort of thing happen in other physics engines when the pivot points of bodies were incorrect. (such as say the wheels' pivot points being the same as the body in this case) Also, ensure you haven't scaled any parts. I've seen Cryengine has some possible bugs with scaled…
Sorry for posting 3 times in a row, but I wanted to bump this just to point this out. http://utforums.epicgames.com/showthread.php?p=26161072 If you read the last post there it appears as though unreal just plane out does not support mirrored normal maps (either vertically or horizontally) if you have specular. However, I…
Hey, Thanks for response. When I'm playing with initial velocity for the steam it creates some bugs. For example the overall "smoke" is getting larger for the amount that i need making it look better but from time to time it creates single smoke far away from the main spawn area. The same thing happens no matter if i play…
Yeah the first way you had was wha I was thinking of. Also be aware this will only work on curved surfaces. Any flat bit will be a single color Also I made a mistake. You'll actually want the green channel and the red channel for u and v respectively, and yes tangent space u and dotted to your world projection point. And…
For props like a gun, I usually do exactly that; work the lowpoly from the subd cage that I built for the highpoly. It's all contextual, and like Axi5 says, it gets you in the ballpark. You're not limited to a single way through a single object either, sometimes it might make more sense to extrude and snap a new set of…
Hi Axi5! I'm glad that you liked my technique ) I am 100% sure that you will be able to replicate this in Maya. But the more interesting question is. Сan you write a script that will chamfer/boolean automatically and parametrically?
dunno, I really like autodesks sketchbook pro, very nice drawing tools, very smooth, and has resetable symmetry axis. closest thing to paper i've found so far. only seventy bucks off of amazon.