This has to be it, guys. I think removing shading is the key judging from those examples, good job Pior & Muzz. Subtractive art instead of additive. We need to stop thinking so 'western' about our gameart ^ _ ^
Have you tried subtractive sketching? Drawind some black random figures and then starting scrub things off , coming to the creation of figures? Dont overpush yourself to find something trully original, there are some cliches everybody follows
i basically used a spherized cube then made into a pill shape. then change the topo to a diamond shape to get the hole pattern right. after a bit of cleaning it up. I then nanomesh insert a cylinder by faces, then dymesh it out but subtracting.
Thanks MoP, i figured it out a little earlier as i remembered Maya treats shift as a plus and ctrl as a subtract in terms of selection, so it kinda makes sense.. but yeah tad weird >.> ... this is gonna take some time.
Here's another way to place an object on the grid, relative to a point. Using the Python Console view, type this and hit Enter: C.object.location -= C.scene.cursor.location # Subtract the cursor location from the object location. (This is for 2.80+. If you're on 2.79 then instead of 'cursor.location', use…
Wouldnt size($id) give you +1 for your array. You probably need to subtract 1 since arrays are 0 index'd. Doing print ($id[size($id)-1] + "\n"); outputs the correct numbers from a quick test.
I've change to UserInterface2D like you said, also i do multiply by 2 and subtract by -1 but I got error with normal map, I do something wrong?. It's not my main scene I only checked asset with UE4.
fn scale_node_position nodes scale = ( for i in nodes do ( tm = i.transform; tm.row4 = tm.row4 * scale; i.transform = tm; ) )
scale_node_position $selection [1,2,1] will scale by 2 along the y axis about the origin. to scale about arbitary point, subtract the point, scale and then add back the point. fn scale_node_position…
generate a random 2d vector and subtract it from the final position. multiplying that value by a float will set how far these random offsets can take the building relative to the original location. but. im not a blueprints manual man, use your brain please :)
Depending on how exactly you booleaned it, the subtracting meshes probably weren't perfectly aligned to that edge, creating an ultra thin strip of polygons. Doing a global weld of a low threshold after your boolean may solve little issues like that.