Putting a collider on the door also did not work it seems like. :( This is the script I have for my "Activate Trigger" public class ActivateTrigger : MonoBehaviour { public enum Mode { Trigger = 0, // Just broadcast the action on to the target Replace = 1, // replace target with source Activate = 2, // Activate the target…
If you're going to have breaks in smoothing it's generally wise to place them along UV seams. The reason for this is because a smoothing break and UV seams, actually break the geometry, doubling the amount of verts along that break. This happens on export/import into most engines. If you can place two breaks in the same…
Agree, the large tube is pulling my attention from the other surfaces. It would help to spend a bit more time on the bend at the right end of the large tube. Right now it doesn't read like a tube bent at a right angle. The rest of the wall looks really good, though I would expect some bloom on the bottom middle flat…
Hello everyone! It's day 3 since I joined Polycount Sketchbook and day 34 of my 180-day topology improvement journey. I'm determined to take my topology skills to the next level! Today, I started off by writing out a list of 23 things I could do to improve my skills. The first thing I did was reach out to some amazing…
A "why" would be useful here! What about looking up historical armor would inform the work here, in particular? Does something jump out about the armor here that feels particularly egregious to you? I think looking up real world examples is always always beneficial, but something about your comment feels more barbed and…
I apologize if there is a thread exactly like this, but all the threads that I could find were vague and the answers given were usually too broad. To save time I'll try to give all the details I can. How many polys would you recommend a weapon have given the following characteristics. 1.) The game will be a Windows game.…
This isn't important really, because I think this image looks very good, but as someone who worked at Wayfair, I can tell you this image is a render-- what's important about your point is the realism, and I agree on all points. The lighting in this scene looks great, to me it's the chandelier and the SKU (tables and…
In this final part of our Chaos Destruction series, we take things up a notch by integrating Niagara! You'll learn how to pass custom collision data from Chaos to Niagara, allowing different fractured objects to trigger unique effects upon breaking. We'll also cover force fields, create a custom shader for realistic dust…