Curious if you're a traditional artist transitioning or dabbling in digital art? was browsing this board's new entries amongst those requesting critique earlier and noticed a side profile among your images (now missing?) where a 'painterly' style/depiction applied too these studies, for me at least was quite noticeable…
try this (convex only though so concave would need to split into convex then recombined after being wrapped individually)... -- creates a ray point along the edge fn getEdgeRay msh edg =
( ze = edg - 1; a = (mod ze 3) + 1; b = mod a 3; fverts = getface msh (ze/3 + 1); v0 = getvert msh fverts[a]; v1 = getvert msh fverts[b +…
Hi, in this one, I'm going to show you some basic usage of the "custom" expression in the material editor in Unreal Engine. For "additional" information, check out the following link: https://docs.unrealengine.com/latest/INT/Engine/Rendering/Materials/ExpressionReference/Custom/ Make sure, you noticed the limitations of…
Feeling lost. I've been having trouble trying to bake correct tangent space maps for UE4. My first approach was the traditional one. I use Maya 2014. I exploded my mesh, triangulated, managed smoothing groups according to UV splits, and baked a Tangent Space normal. The results looked clean in every application I had…
Quick color tests! From set "A" I am leaning towards 1 and 5. For set "B" I like 1 and 2. Thoughts? Questions or concerns? I think I'm abandoning the composition of set B. Feedback welcome and encouraged.
All of them look amazing! Mhmm I like B and C: B moslty because it focus the "face / eyes" with that neon , and the hood and ears of C ( I think that In game would be more appealing and distinguishable for that camera angle.) Keep it up!
Now to wonder how much monies he made from A to B, A being Oh my god closing... DONATE NOW B being Oh I think I can hold up more in fact Rinse and repeat.
@MrNinjutsu Really top notch stuff! Didn't realize you've had a presence here for many years, also your YT channel helped me out while ago after stumbling across Blender tutes for making zip ties and sticky tape - I'm into large air/land and sea vehicular assets so like the mirrored solution freeing up UV space for that…
I am trying to merge two Maya scenes in-place. Where I import scene A into scene B and it will move items from scene A into the correct hierarchy position in scene B. Other than name-space shenanigans, what is the best way to go about this in Python? Or is there a script already that does this?
What you need to do is: Raycast to hook point. Using that transform/vector3 as your center Use that radius to do an arch from point A to B on the circle you created to define the arch. start your motion along the arch from A to B.