You cant use normal measurements. Its all about feeling. I have created a character 183 Units high, in the console i use a command to set another camera heigth (x2.4). (Important is that camera level is not always eye level) FoV 85-90 degrees for Pc is good. [ame=" https://www.youtube.com/watch?v=blZUao2jTGA"]EPISODE 29…
I got you buddy :smile: Select any number of face vertices, the first being that which you want to copy from. Run the MEL script below. This will copy the normal direction from the first face vertex to all other selected. Code is commented so you can see what I'm doing to get there. Hope this works for you :) //Enables…
Heya, fellow boltgun crafter first off: nice choice of weapon. It's looking really cool, and has the right bolter-look (sturdy and stuff). I've got some remarks for you though. If you are going for low poly, you have to save up on quads wherever possible, as long as your silhouette doesn't pay for it. it could help…
Nice work. I am working on rigging and animating (using purchased animations) some characters right now as well, although my models have a lot more vertices than this. I've learned a few things so far that I can share. 1. The topology is one factor among many that are going to determine how well you model looks during…
Can you have more complexity to the current shapes than the current straight hallway and square rooms? In my opinion, adding complexity not only to the shape of each room, but faking verticality would go a long way. Right now to me it feels flat because everything appears to be on the same plane. Adding a fake staircase or…
Good UV's are when the shells give proper texel density to the model (high TD on things that are very visible, close up to the camera and so on and low TD on things that are rarely visible - such as the underside of a car). Good UV's utilize all the available space on the texture map. Good UV's have proper spacing between…
Think of it as screen-space displacement. The maps tells the renderer how many pixels to shift the background, red for left/right, green for up/down. It was also used in Doom 3 for stuff like hot gasses that warpedstuff when you look through it. You can simulate it in photoshop using the distort->displace filter. From the…
Yes, they follow the vertical line. But my point was that the grain should run up to down and front to back, rather than up to down and left to right. The AK has it rotated the way I was saying, whereas the Mateba (both the old EQ and the regular version) have it 90 degrees around the vertical axis from the AK grip I…
Hi, A new version has been released. In this release we have cleaned our HDRI support. Right now we support almost all known HDRI formats - horizontal and vertical crosses, angular maps, latitude-longitude and DDS cube maps. Also because of numerous requests we have finally finished soft shadow maps for directional lights.…
Thanks for your input everyone. I did find a bit of a workaround which is not ideal, but it seems to do the trick: Do an extrude with all settings at 0, select vertices of extruded faces, then translate the selected vertices along the normal vector using the move tool set to normal. Now this is just a solution for the…