About warping the window I think it was a good idea and no worries about the polycost, you are still very low on the overall scale for a scene, i'm trying to help you cut poly's here and there so that you can afford to do things such as model the cracks on the kiln :) so that when it gets a little crazy it's okay. You do…
That's pretty cool, I like the design and exaggeration. Answers to some of your questions, maybe: * Lowpoly in Maya? I tend to do a "base mesh" first if I'm sculpting something. That way you don't get locked down into final topology, or spend ages modelling something that you then throw away or rework heavily once…
As Axi5 said if you make normals explicit before splitting your mesh ,they should stay same and intact after detaching . if you want to fix it on already detached object the only way I know is Noors normal theft script . It can transfer normals from one object to another .
I haven't used Marmoset so I am not sure. In Blender I would turn down the emissive level so the color started to show through or turn up the color to get it to effect the glow. It might also be the black line you have around the object. That is weird with a light object.
I think the big thing is the amount of detail and/or the distance the distance the viewer is from the object, if like those concept images/renders posted at the top of the page, the actual spaceship is just geometric shapes and a lot of patience. if its a game object, first person then its a much more detailed thing and a…
because $ is the same as selection as array. If you have multiple objects selected, $ returns an array of all those objects. Hence you can't access the name with $.name. Also there is a scope issue, as you define folderpath under "on btn_browse pressed" folderpath is local variable, so it is undefined under on btn_export…
Also, turn on Backface Culling in Object Properties. This should help the black faces problem. You need to generate those faces manually (Detach, Flip) since you'll have to edit their normals too. There's a Preference setting to turn it on at object creation, I always use this setting since game engines usually have it on…
are all the details of the clothing (belt and straps) sculpted as part of the same mesh as the shirt and pants? if thats how it is, id say remove that and make them separate objects. generally if its a separate object in real life, it should be in 3d too (for a high poly mesh at least), but for your character it looks as…
So you have two objects selected, and a single (instanced) Unwrap UV modifier added to both of them? Or you move from one object to the next, editing UV's & collapsing the modifier on each one separately? Is whichever material or shader your viewport is using set to the same UV channel that you are working on in the Unwrap…
Text is working, but there is a new issue: NullReferenceException: Object reference not set to an instance of an object CoinCounter.Update () (at Assets/Scripts/CoinCounter.cs:12)using UnityEngine;using System.Collections;using UnityEngine.UI;public class CoinCounter : MonoBehaviour{ public int coinCount = 0; Text text; //…