Unfortunately there is no easy way to mirror animations. It's not impossible, but there's a lot of matrix involved. If the animation is simple enough you can copy and paste the x, y and z controllers in then scale the x or y values negative 100%. You're probably better off re-animating the opposite side.
I suppose you could also make a material that offsets verticies along local Z axis by the amount of some value you pass to it via script/kismet? Who says you need DX 11 for vertex transformations? :P http://udn.epicgames.com/Three/WorldPositionOffset.html
awesome work man! There`s a vibrancy to this thats really appealing. The ONLY thing that irks me is the tower on top. The fluting of the shape helps, but it still seems a wonky. Perhaps scaling it down on the Z while still retaining the scale of the window as a separate object, might be worth a stab.
Thanks for the crit Jessica! So far what I like about Z-brush is that it makes it fairly easy to edit. So I will definitely try to give this guy a little more love. I am trying to block out the Lost character in 3dsMax right now.
Just for the sake of it, the UI comes from here http://z-design.deviantart.com/art/AdvancedUI-Status-Screen-120947815 The guy doing these mangled...things seems a bit delusional to me, if he really is at Rare chances are he's already halfway out. Thieves never win :P
Thanks for the reply Lankus, i can certainly see what you mean about the weight on the running animation. I believe this is because it was a looping animation that had the trajectory dictated by UDK, so it is linear without any z axis movement. Again thanks for the kind words
And I'll chime in for the opposite school of thought; it's worth giving it a chance. This explanation can help understand what is going on: And yes Action Centers are fantastic; I'd recommend learning the hotkeys for some of the common ones. By default you have alt+x for local and alt+z for element.
If you need a texture, that is projected from the top, and you want to model a terrain without distorting the texture in z and x, you can also use projection mapping, and bake it to the UVs later... In Hypershade 2D Textures->RMB click on "File" (texture) and select create as projection
You shouldn't need to invert any channels off of the handplane output. Additionally, set all of the settings you used in the handplane "more options" back to their defaults. Make a tangent space map with these settings, if it looks really wrong then hit the flip y/z option but not the others.
make spheres in two different sizes and lay them out on a plane, check tiling with array, then scale in z direction and bake or do a black&white map in photoshop, tile it and create a normal from that am i missing something ? because that looks pretty straight forward