Meanwhile in Unrealscript, I was making subclasses ect. For a 2D scroller based game i'm working on, BUT! When I go to compile I get this error: ''Error, 'Set MeshVisibility': Bad command or expression'' I don't understand why I get this error :poly122: Can somebody point me in the right direction please! Heres the code:…
Looks like you're off to a decent start. Crits: - The power rarely stays uninterrupted when disasters hit. If the disaster doesn't cut the power the energy officials might shut it down until its safe to turn it back on. - Cars don't float. Well technically they do for 1-2min max when car falls into the water. But the…
you cant comment on the practicality of this gun and get shirty when he tells you to shut up. this place is for discussing art in an effort to improve our selfs. not a place to tell people off for modelling a gun before they know if its practical. you lot need to realise how much you taking out of this guy. comments like…
It's not worth comparing the approaches to other software unless you know of anything doing it like this exactly. As far as i can tell this is a fundamentally different approach. You WILL be limited by vram, as you are using uncompressed half floats, but remember this is a painting program, not a design program. For people…
Hi! Did you create manual lightmap UVs? Doing so, you could add another loop in the flat area and then lightmap UV the whole opening as a straightened strip. You could probably ditch the bevel and let the baked lighting do the edge smoothing. The other way would be to simply increase lightmap resolution. Share the mesh if…
For now I've got two main crits. 1) you need work on grounding your characters better. Either stick with a completely flat background like you have with the first anime girl, or lay in more solid shadows and add a horizon line-- most of your pieces just look floaty. 2) use more reference when painting clothing, equipment…
Hmmm nothing I know.... Basically the FBXExport function is a entire mel function. We can't use it like : file -f -typ "FBXExport" -es "c:/aaa.fbx" Maya doesn't understand it. only "FBX" works. Here are all the Mel function for the FBX exporter : * FBXExport -f [filename] * FBXExportAnimationOnly -v [true|false] *…
It's definitely a pain and I agree it could be easier. It's completely possible to do as you suggest, but it comes with it's own organisational problems, and getting all the tools to spit out the expected EXR file (else expect to manage it yourself). That's before you get to the bit-depth issue, I thought EXR might be…
I'd say if elements don't have a smooth transition it's almost always better for them to be separate pieces. There is nothing wrong with floating geometry besides maybe having an AO baking error or something like that. Sometimes it's easier to just bake things down into your low poly. It's really a case by case thing. It…