Thanks for the replys everyone My scene is set to default Y-Up The viewcube trick works though it seems to revert back every now and again thanks rube And my camera clipping plane is set high enough but the scene gets zoomed out to the point where I have to select an item in the outliner to zoom into When I delete all my…
That's pretty awesome, like Ged, I think it a more spider-y leg angle would be awesome. Also I can't help but feel like something's off with the cannon, the body of the drone looks so detailed, while the barrel is almost plain. Although there's nothing wrong with that, there are plenty of turreted vehicles with barrels…
Ok your uvs are fine, this looks like a bug in 2016 in how the uv editor's checker pattern is displayed if uv sets don't have the same exact UV seams. The workaround is easy, but not as convenient: Create a new material and assign a checker to the color/diffuse. Use UV linking: Windows>Relationship Editors>UV…
I used xNormal (with swizzled Y). I also took care to use symmetry (before baking) on both the low poly (shifting the mirrored uvs by 1 unit to the right) and the high poly, just to make sure the vert normals weren't pulling. I know it's the normal map because the seam disappears when I disable it. So I re-baked everything…
thats the problem with most people on linkedin...they use it like some kind of facebook which degrades the service. Personally I only recommend people i have something positive to say about. iv got countless recommendation requests from past collegues that im simply ignoring because theres nothing i can say about them, be…
1- What about a system that can define the vanishing point from 4 corner point ? You could caculate the best approximation of one perspective by defining an origin and 3 points that cross that origin on X , Y and Z axis. Is that possible to develop ? 2- For the pixelArt isometric mode, we could define a more precise angle…
your normal map compression settings TC_normal map, or TC_NormalmapUncompressed? did you flip the green channel in xnormal (sorry, I'm not experienced enough to be able to tell my looking...) your 'swizzle co-ords' x+, y-, z+ thats all I got - hope it helps :) on a side note - xnormal supports both quads and tris. so you…
Thanks for the replies guys. I ended up creating an IMM brush which I then used for the nanomesh. I split it into two parts, the top loop and the bottom loop. I then added them both to the same nanomesh and just changed the y offset to move one of them down a bit. Its not perfect, but its close enough I would say. The only…
This is really nice. One small advice I can give you is that you need to look at some bear references. The face of your bear looks rather like a rodent. You may want to correct that. I love the work on the Lion because it reminds me of a god, Narasimha, an avatar of Lord Vishnu Some reference, if you want to really go home…
nite, you seem to make it your agenda to point out the obvious and recently youve been just comparing x to y (rage then pandarians) with little thought in those posts. With this thread its fairly fucking obvious what the model looks like and youre not the first person to notice the similarities, it just felt redundent to…