Possibly from the obj import settings or maybe the way it was exported? I'm not sure if those are inside out, some look to be gradients? If you click the object, then right click and turn on back face culling do they disappear? If that's the case then you need to flip them either in edit poly > poly mode > select and flip.…
What a bizarre combination. First they decide to make a movie that combines cowboys and ninjas, now cowboys and alien marauders? Looks like it might end up being a bit campy, but I'm still on board for it. I like Daniel Craig and Harrison Ford, they both have very leathery, weathered faces. I think they would both make for…
1. Put this to new unity's javascript file and name it "SimpleBullet" (it is directly from AngryBots example project) 2. Add it to your bullet prefab #pragma strictvar speed : float = 10;var lifeTime : float = 0.5;var dist : float = 10000;private var spawnTime : float = 0.0;private var tr : Transform;function OnEnable ()…
Oh sorry, I wasn't clear. I agree with OP that it's a problem, and any of his solutions would work (I don't have enough experience to predict which one will be the most popular). I was just replying to a poster who suggested other industries face the same problems. My point was the problem is MUCH more severe in the gaming…
well first off all i wouldn't bother binding anything, just wastes time having to paint weights, even if you did a rigid bind. simply parent the appropriate parts to each corresponding bone. from looking at your images i'd say the Layout would be something like this Torso->Head | | |->Arms->Hands->Shotgun |->legs->Feet…
shape: good suggestions, ill be sure to make those changes. Irritant: I have tons of refference from my teacher who scrubbed through the first movie taking pics and video clips of the inside of the Human ships. They are mostly white padded geometric shapes. If it wasn't for the metal and computer stuff you'd swear it was…
I wonder how much of this you can keep dynamic (for example 4 pieces of geo that subtract from something, and being able to change all of them + change the edge width on them without ever having to "lock" that geometry). But if that's the case (easy to get overexcited about this, especially if something similar to this is…
hmm maybe i should of added a bit more stones to help hide the tiling. i need to add some more noise on the stones too because atm it's only a diffuse cloud effect to stop it from looking like 1 solid color. probably ad some cracks to the stones too however that won't hide the tiling all that well. maybe i should start…
Geart work so far! Nice flow of shapes. The only thing that urns me down is the hole in the jaw area. Can't put my finger on why I'm no a fan of this element. Maybe it's because I can't make up a reason why to have those big-jaw holes on each side of the head. Maybe its because you don't expect them to be there when you…
A lumpy stroke in mudbox 1 might be caused by having "Prevent Overlap" unchecked under your brushes' Advanced properties. If you are using mudbox 2009 you can try adjusting the Distance setting under the "Stamp Spacing" check box. Mudbox also has problems when things are too big or too small. You should make sure that your…