Bummed I missed out on the meet-up. So many secret parties! But I did stop by the Quixel/Vertex booth a couple times, was pretty rad seeing PC faces IRL.
I'm pretty sure there's also a simple Rotation Constraint controller with checkboxes for enabling/disabling axes. You can assign these from the Animation (iirc) menu, and update/adjust them in the Motion tab.
I think that's one of the more distinctly 'Fallout' story arcs in the game. Theres also another tangent involving the chinese guy living there, which I haven't managed to fully explore yet.
also another way (less nice than vigs, dont know if theres any benefit to trying it) is to set your viewports to software rather than directx, and theres no light limit iirc
I was 13, just getting into modeling in lightwave and uv mapping in q2 modeler and making some HORRIBLE dragon ball z models IIRC and posting them on the q2ppm boards. Good times.
That is an issue with max's .bmp display, not your UVs. It doesn't tile them correctly. It sucks. I think there is another format or two that has that issue as well (.png?). .tgas are the best to work with, IIRC.
Absolutely exhausted today because of irl stuff, so I will just sleep I think 🥱 Sorry all, i'll try make something cooler tomorrow when i'm well rested!
So I'm building an AR-15. :poly142: I plan on building this IRL when I have the funds. I'll be updating this periodically through the modeling project. I'm currently working on the hp model. Crits & critiques welcome.
Yeah there is, which shader editor are you using? It's been a while since I did shaders in Unity, but IIRC when I used Shader Forge there was a numbering system for each node, along with grouping.