So I've encountered a problem in Unity, and have been unable to find a fix for this. You would think it'd be pretty simple, but maybe not... On the left half of that structure, the scaling of the object is X=-1 Y=1 Z=1 The right half is scaled normally, X=1 Y=1 Z=1 The shading of the object basically falls apart when…
Hey Polycount! I got a (newbie) Maxscript question. The task seems fairly simplistic but I keep running into technical issues. Here's what I wanna do: -make a cycle that takes every UV vertex, calculates its' distance to every other UV of the model; -for every pair of UV vertices check distance between them; -if some of…
I almost never work with symmetry on, though I mirror stuff a lot. The actual world direction doesn't matter too much as it's easy to mirror across any axis (x, y, z, user defined) in Modo. That said, I usually have the model/viewport situated so that I seem to be working with the "left" side of a model.
Hi, we are a group of friends working on a story driven adventure. The story is inspired by true events based on the life of a puppet master in the state of Rajasthan, India; revealed through a puppet. What's the progress? We're currently at the start of the project. We have laid out our basic game mechanics and we are…
the rotator node is expensive. if you want a 90 degree rotation and you insist on doing it in the material then just swap the x and y components of the UVs around.
AlexandrL Thanks ,its exactly what I asked about because I often can't make it work at all or even export from Designer. Only something very basic . Any custom node, pixel or value processor and its almost zero chance . For your case it just follows basic logic : zero in no, one is yes. The rest is UI decoration.
Quoted out of context actually. Italicized for emphasis "Never, EVER remove the forward, (Z-Axis), movement keys from your character’s root/pelvis bone to see your character cycling on the spot unless you want them to plane forward in an unnatural manner when you key them forward again. We don’t move linearly in real life,…
Metalness is just a constraint on specular values because artists got easily confused in the beginning. It's honestly totally unnecessary now, IMO. Internally (in a shader) it's another way of doing specular. There is no such thing as a colored metalness map. That's the whole point. It replaces specular with whatever is in…
MacroScript CrankshaftTools_UVSnapper_snapX_macro buttonText:"UV snap X" category:"Crankshaft Tools" tooltip:"UV snap X" autoUndoEnabled:true icon:#("standard", 1) -- use first icon in standard Try this macroscript. It's help to snap selected vertices to nearest vertical or horizontal grid lines.
there is two ways to get your bfly to face the direction of its travel... The easiest is to set the screen alignment [under emitter options] to velocity. Then give the bfly a little push maybe 25-50 and it should wobble and flap along in one direction facing that direction. When set the alignment to velocity, you dont get…