Ah, I think I've found the source of the problem about the crossair. In the ControllerPlayer file there is a line that say :vAimingOffset.X = LookingOffset * Scale; If I copy it and paste it with a Z instead of the X, like that :vAimingOffset.X = LookingOffset * Scale; vAimingOffset.Z = LookingOffset * Scale; The crossair…
spotted this on the front page of youtube.. i-n-c-r-e-d-i-b-l-e!!! that's gotta be the best way to travel. http://youtube.com/watch?v=D2kJZOfq7zk apologies if this is old!:p
Oooooo well glad you're learning some new skills :) . By bevels and edge lines I mean drawing lines to make it look like there's more parts and plating. Not just what is already modeled in. I know this is an extreme example but they did a good job. See how @Millenia added in all kinds of details in there to look like part…
Hi! I'm leading the development of a single player RPG inspired by Ragnarok Online. We're looking for a stylized 3D environmental artist to join the team. If you're interested and would like to know more, please send me a short introduction and a link to your portfolio. Thanks!
A fellow graphic/web designer, eh? I like the site but I'm not crazy about the horizontal scrolling. It also feels weird since I have a 24in widescreen monitor, horizontal scrolling is not something I do very often. Some suggestions: Make your links white, they should stand out. Also lighten up the bio on the left. It's…
Hi, I used to do rigging and skinning in 3ds Max 2012 and was able to get everything working the way I wanted. But I haven't done rigging and skinning for a long time and I am now using 3ds max 2019. Now when I try to skin my model to my skeleton, I get unexpected deformations. Back when I wanted to skin solid pieces, E.G…
a multitude of reasons are possible here - strict clauses in contracts on client side forbidding it - cooperations on even higher up level than client side forbidding it - marketing might want a word in each and every bit of official info out there, complicating it all - outsourcers not negotiating in favor of "their"…
When I frame all polygroups and use a IMM curve brush on the frames, only the line I click on (circled in red) has the correct curve step, everything else has like 0 curve step and all the meshes are bunched together. Do you guys know of a fix? This is on Zbrush 2022.0.8