Yes they do share a lot of great elements. I added a couple of things out for you https://www.youtube.com/watch?v=ckAt_JS4Ivo http://fc02.deviantart.net/fs70/i/2013/271/9/0/harley_jinx_by_exaxuxer-d6oetjr.jpg http://fc02.deviantart.net/fs70/i/2013/271/9/0/harley_jinx_by_exaxuxer-d6oetjr.jpg…
Is that all one image strip or a series of frames? Interesting, I'm thinking along these lines for a shader in Unity.. eg instead of a greyscale strip you would have a wide 3 line image strip with the rgb being each line and depending on their value you set that channels transform to the colour strength.. eg red 255 would…
Conform isn't a boolean tool, might be why you're crashing. Paul Hormis has an improved Conform on his site. http://www.time-in-motion.com/ Searched for Conform, found this. http://boards.polycount.net/showflat.php?Cat=0&Number=168214&an=&page=0&vc=1 Just thought of another possible trick... cast a heightmap of the 2nd…
yeah the cat allways walks in the opposite direcito nfo the tape and it looks liek it cant stop it just keep trying to walk away from the tape on its fur http://www.youtube.com/watch?v=5A-ugAYbGRo this one is similiar got it from this map core thread…
Hey Jeff, Thanks for the reply! I was able to get the aspect ratio correction working! Scaling the texture by depth proved a lot tricker though, your suggestion did work in theory, but since its doing it per fragment, the texture starts to get insane at certain distances/angles. What I really want is to scale the texture…
Only the UVs inside the 0-1 space (upper right quarter) have the highpoly details projected on them. If the two sides of your mesh are perfectly symmetrical and on top of each other in this 0-1 space, you try to bake the same thing twice at the same location which will cause you a lot of trouble and baking issues. That's…
Failing is a huge part in how I learned this stuff. I can't count how many times I've locked up my machine with a bad while loop. Yeah, I'll have it where it explains what it's doing and why. I comment a lot :D An example: using UnityEngine;using System.Collections;// the class ghostMovement HAS TO BE THE SAME NAME AS THE…
So this is kind of tricky but I got it working with Unreal and should work with other games. You are totally on the right path, but there are quite a few little steps you have to take since the rig isn't really meant to work with games, there are a bunch of end joints you don't need and cause issues in engines, and yes you…
This is a great start so far. Sweet model. The lighting is a bit flat overall. You have a strong overhead light causing a big blobby shadow, but the light source isn't visible in the rear shot. Each light should have a physical source in the scene (even if out of camera, it will still show up in reflections). Seems like…
really nice! a tip: you could make the lower moke particles more orange sso that it seems the fire would lightem them. The magic fire is also nice and i love the textures but i wouldn't go for the full blue color. I don't like (0 0 255) since i started learning HTML and the standard link color is thiss fullish blue :D