Make Planar X, Y, Z should do it for ya. Also if you're looking to set the gizmo to the objects lowest center point and then snap the whole object to the world zero point I wrote this script. It comes in real handy for making props for UE3 or Source. Most engines want the prop at dead center of the world axis.…
Yeah plus like Malcolm said there's no proportional / axis constraints - in Max's tool: SHIFT + drag = uniform scale CTRL + drag = axis locked in the direction you're dragging I may have got CTRL/SHIFT the wrong way round there, but yeah - Maya's Lattice behaves more like Photoshop's Warp tool ... and it's not useful in…
[ QUOTE ] that actually sounds way less practical than using it for art.. i mean come on. the US wastes money on the stupidest shit. super dancing shocks.. almost as bad as the 1 million dollar pen nasa developed to write in space... guess what russia used?? fucking pencils.. very cool stuff.. [/ QUOTE ] Ever heard of the…
* duplicate your model. * select the original and place it on a display layer and make that layer a reference layer. * take the duplicate model and switch to vertex component mode (RMB over model or F8 - i prefer F8 * select all the verts and hit "W" for the move tool * either double click the move icon in your toolbar, or…
the bricks are far too regular in shape, i think this would have been worn quite a bit. IMO= 1- get rid of the horizontal lines in the greeble work, and try and get more horizontal. 2- pull a few in and out. select random bricks and put slight rotations on them, do this lots of times till the whole thing starts to look…
Instead of having to make a new thread, ill re use this one, its probably a simple newbie mistake but for some reason, whenever I create an object such as a cube or sphere it will create it and an angle and not perfectly straight on the axis, its only started happening recently which means ive tapped something i shouldnt…
How complex does the flapping have to be? If it's just the tail of a jacket a bone or dummy with a spring controller would work, with the z-axis damped a bit. You can then collapse the controller to keyframes to fix up inter-penetrations by hand.
Sandbags should be more flat. Now they look like pumped celophane bgs. U can just scale on local Z axis (or what ever is vertical in ur app). It could also the look iprove if u put them tighter togeter, even if they will penetrate into each other more. With this lowpoly it`s definetely not for FPS game Also I think the…
look into using $illumposition Your model is lit from it's pivot point. If that pivot point is offset so it's inside of something or somewhere weird, then it's not going to get lit very well. I believe you can view your $illumposition in HLMV. Alternatively, you could just try and add some value to the middle number…