thanks vig !! - yeah i tried this settings before Working fine but not with elements wich are in front of the main element. Error in reasoning: the verts will be included because the normals from the main element are in the same direction.
Noticed this element as well, recessed slightly deeper plus differing width and scale than the posted refs or are you using a collage displaying various versions of this object?
Alright so I've made a picture showing all of the different elements that will make up the gun. I'm confused as to how I should break it up though. To get all of the elements+notes in one image, I made it 4k, so a link is here So basically, I'm wondering how guns are split up in video games. I was thinking of doing one…
@SeveredScion Thanks for all this feedback! I think overall you've made me realize I'm not focusing on creating a cohesive design, bur rather have been implementing shapes individually. There are elements in each one I like, but I don't like any of the 3 standing alone. She's a droid, so she doesn't have to completely…
The best thing you can do is experiment. If the wall is plaster and exposed bricks you want to have a texture dedicated to plaster, one one for the bricks provided the bricks and wall are not the same material. If that is the case you might be able to just have seamless texture for the wall that gets reused on the bricks.…
I use element action center for this. Basically if I want to push some element - vertex or edge I can use a nearby element to move along. It's not perfect but still better than nothing.
if you have only one HP with all elements, yes. you have to group the HP elements according to your LP elements. LP1 goes with HP1 into projectiongroup1, LP2 goes with HP2 into projectiongroup2, etc..
If it isn't welded to the main portion of the model, just go into element mode, and select that element, and delete. If it is welded, try to delete only the portion of the model that is welded, until you can select the second copy as an element.
Quick update on my Serpent Hive Cave environment! 🐍 =) I’ve been refining the scene composition and adding new elements to strengthen the overall mood and structure, such as the spiked barricades and environmental dressing. The lighting setup you see here is still temporary, WIP lighting. I plan to make the final version…