Is possible to symetrize a mesh usint the same vertices on the model ? Explaining what I want to do is lik ethat ... I have messed the vertices of my model and is no more symetrical , the vertices for both sides of the x y z axes are the same but are moved , repositioned rotated etc .. is it possible to choose one good…
Nice! I should add to my previous post: If you've made a wire, and you want to resize it, instead of needing to recreate a larger cylinder in order to extrude it along a curve, you can just highlight all the vertices of the wire, and use Transform Component. This will allow you to push all the verts on their Y axis,…
Hey man, I like the way it is now more than the more intense idea. I think this suggests a rest moment for your character which is in line with the fact that you are in a menu i.e. not in live play. I hope that makes sense. There is a dissonance between the menu text (which is military like and in theme) and the sliders…
Thats really good progress,the axe is a big step forward If you want your metal to pop, make different faces (not poly faces) have different lightness, especially the big flat planar one should be vastly different than the actual blade edges, you kinda started on that, but exaggerate that more and it will be a lot more…
Number 5 would be the best imo because you have depth from all angles. No. 6 looks too flat from the Y perspective, no depth. To animate them, yes I would go for 5 or 6 with more divisions. Just place an edge at every place you would want the chain to bend or have a joint.
Nice work so far! Silhouette reads nicely and it looks close to the concept overall. One thing I noticed is his thighs feel more box-y, it might be that you are still early in the process, but thought I'd mention it. They have a more slicker feel in the concept. ps: Please add that peeing dogo asap otherwise there's no…
In what sense? I'm not looking to make anything too 'game-y'; I'm wanting to replicate the real thing. I've probably put in too much gloss variation as it is. Overall gloss could use a slight decrease actually. There is some more subtle wear I need to get in there though. If it helps here is some of the reference I've been…
Looks like you have mixed smoothing groups and UV spaces without any bleed off. In max check if there is different smoothing from each side of those seams. If that's not the issue check that when you produce that normal map its getting the smoothing group information correctly. I recommend using xNormal instead and…
Hi Seijiro! We´re constantly trying to increase the amount of tutorials and learning materials that´s available for the suite! There are some very good videos on youtube that are very worth checking out: Ddo basics: https://www.youtube.com/watch?v=0A7Pq8bY3SM Ddo and 3do workflow primer:…
If could store the players scene depth as a texture, or multiply that depth onto a constant value, then maybe pass that along to kismet, then to the material again or something, then do a comparison (x) - (y) that might work. But why would you want to compare one depth to the other? o_O Here's an example I did where it's…