I think you're missing the point. F2 merely swaps between making the faces solid red or overlaying a red wireframe. But I want to see the selected faces without any coloring, so I can see if my UVs are seamless with the unselected faces... so then turning off Unwrap's Sub-Object is the trick to turn this stupid wireframe…
Aha! I couldn't figure out why the depths weren't working correctly even when inputter manually but I figured out a workaround by adding this line of code image_holder.swapDepths(submenu01_holder); So, now I don't really need to figure out why the depths weren't working correctly I can just swap them. Thanks for those who…
[ame] http://www.youtube.com/watch?v=6Z25SjwuILA[/ame] I changed the snap, feet positions and stuff, way they moves as it slides, and head bob. Getting little sick of this now so I hope I don't have to do much more with it :) EDIT: I am thinking maybe I should swap out the arms for something more simple
The most simple tip I can think of is to snag some really pretty pictures off of the internet, then to take a look at what colors are in them. Very quickly you'll start to figure out which colors go well together. You can even do a color picker on them, and get a good color palette going with them. Then paint away!
Back in the day, in a straight Half-Life DM at GDC, I cornered a guy in an upstairs room and ran out of ammo immediately. Blindly thumbing the mousewheel, I snagged the crowbar and laid into him. Thump-thump-thump! The guy was pretty surpised. I suck hard at deathmatching, but my low-tech solution impressed the hell out of…
As I understand from this page: https://docs.unrealengine.com/en-US/AnimatingObjects/SkeletalMeshAnimation/WorkingwithModularCharacters/index.html you cannot use "physics" cloth + "Set Master Pose Component" to have a character + different "physics cloths"? Is there a way to let the user swap "physic cloth" + posing the…
Really depends on the market. Also in many companies there can be considerable overlap between character artist and environment artist responsibilities so there's that aspect to consider. With Artstation well, its very difficult to estimate exactly which artwork of a applicant swayed a hiring decision if it actually did.…
I am going to redo the marquees tomorrow to be more consistent with the style/ less noisy Some games may be swapped out for others that i think fit my arcade better looking into ways to make animated textures from gifs i made for the screens in substance, not sure sketchfab will even take those though
Just logging today's progress; Completed yesterdays foliage assets, made grass and leaves sway in the wind, made smashed variants of the side arches and the main pillar segment, started adding foliage assets into scene, worked out spawn point locations and added new maths through the map and added in smashed-variant assets…
Look in the content browser for the material that is applied to the static mesh. I am assuming you are having the engine make one for you when the asset is imported. If you double click the material and swap out the texture it'll work fine. I generally avoid auto-importing .tga and material files for just this reason. Hope…