Available on Fab and Gumroad Contents: 1. Introduction 2. Initial Setup 3. Settings 1. Introduction Invisible Wall Creator is a tool for Unreal Engine, which enables you to quickly create collision walls around your map or around areas you don't want to allow the player to have access to. The tool utilizes splines to…
i found a bug. 1. create 2 boxes 2. link box 2 to box one 3. collapse box 2 to editable poly 4. attach box 1 to box 2. result: nothing appears in outliner. have to restart max to get it to work again.
Hi everybody! And I apologize in advance for my bad english This project for practising my current workflow. I tried to make some kind of cyberpunk stuff, but in some moment it turned into a sci-fi hallway I hope to get some strong criticism from you, guys, or any feedback, it would be really helpful I used 2k textures and…
@justin: it seems that my school (art institute of fort lauderdale) is SLOWLY leaning away from demo reels. they just now started to tell us we wont be needing an actual dvd to send to companies anymore, because companies dont want them. generally, they like to have us make demo reels to show during portfolio presentation,…
I'm 6 shades of confused... 1) Where is the live area the 0-1 space in those images? 2) Which tank tread thread? 3) Are you trying to flip the tile outside of the 0-1 space or flip the UV shells. 4) What app? 5) Other then the red outline I don't see much of a difference in the images? 6) Anything that hangs outside of the…
Hi! By overlap, I meant one part (for example jacket) having UVs overlap with itself due to the generative modifiers (mirror, solidify) - not UVs of different character-parts overlapping (jacket and pants for example). Here is a quick walkthrough how I checked with the jacket: 1 - UV Sync Selection is enabled in UV editor,…
i'd love a system like that, also maybe people could motivate their points so that would give some constructive feedback along with it. + only people serious about voting would vote or a simpeler version would be just top 3 votes in 1 topic 3 = 1 point 2 = 2 points 1 = 3 points and then add them up in the end
I haven't used the Ogre exporter before but try these general trouble shooting techniques: (Because you didn't say you tried them yet.) 1. Turning off Backface cull in the object properties. 2. Reset the xforms and collapse the stack. 3. Add an unwrap modifier and make sure all the UVs on channel 1 and 2 are inside 0-1…
I've got a lazier way. Just combined the two (what I assume are square) textures side by side into a new 2:1 texture. Offset the UV's of the model to the left texture by 1, scale all by 50%, move right by 0.5... done. Don't have to rebake anything, can still use source .psd's by textures... but only if your engine supports…