Heh, thanks man. Gotta admit I had no clue what I was thinking sketching those 'outfits'. I will make em work somehow !!! Blocked in more of the hoverbike. I moved the vertical propellers more forward. Got that diesel engine-looking thing in there. And added twin tails.
That helped sort of... while axis constraints does fix the issue, it limits your movement which is a bit frustrating...in 2010 you could actually drag by the vertices themselves and it would snap correctly and you could move in both axes without having to try to re-adjust based on the gizmo.
The texture map is just a series of vertical ribbons tiled with an alpha. To get the spirals I just take a default sphere in maya and use non linear deformations to bend and twist it into a shape I like. I can also rotate and scale the uv shell of the sphere to get more results.
I didn't read every single reply here, but you should never use vertex colors. Why? Because every 3D model, including terrain, has LOD. Meaning vertices move and change at certain distances, you should always use a splat map for multi texturing.
Hey folks, Daan here with a new portfolio update! This time I'm getting technical with a dynamically moving torch, a wave shader with foam blending and a camera distance-based shader that tessellates and clips vertices, handy for moving through low-poly meshes such as walls or boxes. https://youtu.be/ywUtkol3gGQ
Managed to miss several of your posts somehow :/ Anywho, as to your wooden stairs, I agree with you on the side rails. They do look slightly out whack... either the top and bottom bars are too tall... or the vertical bars are too short.. its managing to look squashed somehow, IMO.
Erm...I know that...I was talking about the 'connect' method...just clearing up why it works on some Vertices and not on others...that one works only on endpoints of Splines, since Splines cannot branch...adding a new Spline with an additional Vertex on top of a Vertex of another Spline is not the same as connecting.
Ive just solved the black area issue. One of the vertices had overlapped another, something I never noticed until now. Sorry about this lol. But, if anyone knows how to convert tris to quads in Max that would still be very helpful for the near future :D Thanks, Damo
I'm limited to one map. As for stretching, keep in mind the UVs are gonna be proportional to each other. I just got a little more room to move them around and scale them uniformly while maintaining that minimum 256 density. They won't be stretched vertically just to fill UV space.
Added my 2 cents. Mainly making the kick more of a vertical attack (think Guile Sonic Kick) that would knock the opponent up and raise SM up. This way the punch down could be more impactful. Also, I'd set a cube in there as an opponent to keep the spatial relationship accurate.