So snapping to curve with middle mouse allows you to slide objects and components alone the edge of a poly surface but it doesn't let you align things that way. What I mean is I can get one object to align to another's edge generally but it's inaccurate. Maybe some pictures can help explain. So I have two objects and I…
One other suggestion, not that it matters that much now... You could use the slice tool and rotate it 45 degrees, and re-extrude the side from the freshly cut edges.
I've been working on a free to play web streaming Go Kart racing game. I want to stream it right off of my own site and monetize it with some small side ads. I will probably implement it into Facebook as well. Anyways here is an in-progress scene for me using some of past car physics stuff I've worked on. Here's a link:…
Hey! My name is Lexi an i am currently working on concepts and designs for a sci-fi open-world survival game. (i am currently working on hard ground surfaces in Quixel) If anyone wants to join the project please dm with examples of your work e.g. (concept artist, programmer, modeller, substance painter) like a portfolio of…
Sometimes I do wonder why I bother, but, select one side, detach to element, rotate, slice, delete excess, weld. Or for a smooth corner, as kurt mentioned, more geo.
As much as I agree that this isn't the most productive thread, I also think there is definitely something to be said about how the most recent realistic character/facial tech is seemingly messing things up in a weird, hard to describe way. Of course the average gamer and game journalist doesn't have the background to…
-End Attack to Idle- I'm sure your starting to figure it out now, the concept behind this is pretty simple. Now I am in no way a pro 3d animator. I'm basically stumbling around with years and years of 2D knowledge in a 3d space. ---- One thing that I have noticed is that things look very un-natural when it automatically…
@ant1fact - No its done using a single texture. The slices are laid out like a flipbook. Its shown on the left side of the gif. This is a standard for handling volumetric data in Unreal for now.
The metal on the safety, magazine release and the trigger look more like plastic than metal. Also, all of the external metal parts should use the same material. The grain of the wood should run parallel to the long axis of the grip, and the grooves should be much darker. The wear from the safety in the following image is a…
Looking at the images on your blog, I'd say the model and normal map look good. The materials feel like they could use some extra attention. The metal slide and polymer frame don't feel different enough from each other. They look like they are both using the same gloss values. The magazine seems to have a really high…