It's not really a "stupid jocks" kind of thing, its more of a what hell are we spending our money on, kind of thing. I like sports that have actual athletes not 2 ton walls of grislely meat byproduckt. I'm a big soccer fan, played it for 19 years and actively support our local team. I love Basketball, Hockey and even…
Hi Everyone, I'm a Lead Evironment Artist at Creative Assembly. Working on Total Wars Campaign map is my principle domain and area, and as such I noticed recently my 2d skill have gone a little downhill from the standards I set myself when I was younger, so I've decided to do sketch a day to get my skills back on track..…
Hey everyone, I'm still learning character rigging and I currently use a tutorial on youtube to help me with that [ame=" https://www.youtube.com/watch?v=iUPbO9-iEWs"]the Video in question[/ame] Unfortunately now I have reached an impass. When setting up the stretchable IK leg the tutorial uses the distance measurement tool…
Nice work, but yeah the presentation isn't working that well. Just maybe have him floating more sideways or add more floating props like tubes, tools or space rocks and debris to get a scene that he's in space. Keep up the good work!
New sites - flash light - flash power pack - some floating geo on front grip to break up some bland metal, infact most of the decals are floating geo so that's why u see the crazy ao around it :d will be gone on bake
Next challenge: Retopo/Baking :# there's a ton of floating geometry so I will most likely have to separate the mesh and explode all of the elements to get clean normals... any tips on baking quality maps with complex objects/floating geo?
The problem is that you compare float values directly. Use this instead: if distance cV1 cV2 > 0.001 do appendIfUnique aDV i And read this: Comparing float values, by Swordslayer. And make all variables from the first 11 rows local.
There's no way to do it like that. Instead you might want to try using the Floor Grid, keeping the reference images floating around with spotlight, or just put the image onto the 2.5d document itself so that the model floats around ontop of it.
Got rid of the floating triangle by selecting the vertex and going to edit-mesh merge. this change the color of a single poly to match that of the original polysurfaces. which is odd and concerning but atleast no floating triangle. But the same thing didn't fix the un-delete-able edge still in the wrist.
hehe thanks guys, i'm using a lot of floating geo here, so all those little bits that you think would be a huge hassle to add, they werent, they're just floating on top. I'll post some more stuff later today, wires and such.