@reedcsy - Dude, this is starting to look awesome. Love the lighting on the back of the hanging monitor. Couple tweaks I think I would make. * I like the wire mesh hanging from the ceiling, I think it breaks the ceiling up nicely, but I feel like its too directional (road-like), like it is pulling my eye towards the…
I've been working on a stone lantern to sit either side of the path, at the entrance to the tree. Did a few thumbnail sketches to get a few ideas, not that I was aiming for anything particularly fancy. I did a sketch in Adobe Medium. Once I figured out I could constraint to sculpting on specific axis I was able to sculpt a…
@gnoop, I am working in speedtree currently and got decent results making use of the lighting settings tab. Below screenshot is in unreal. Overall the lighting is decently soft looking, without the hard contrasting shadows. My material is albedo/opacity and SSS only. The SSS texture I bumped up brightness just a touch. In…
That's almost exactly the scenario and yes it's in Unity. I'm really enjoying working in it. But the difference being that the thrusters are on either side of the rocket and are used to stabilize versus landing. So if I rotated on one axis, the particles on that side would be enabled to rotate it straight again. Same would…
That's correct Axl5 Problem is for example, my city scene is set to Unit scale of 1 and set to metres which is perfectly fine in terms of convenience ie a building will have maybe a 2m doorway etc Characters are generally set at unit scale of 0.01 or 0.1 and set to centimetres, so when i append my character to the scene…
As Axi5 said if you make normals explicit before splitting your mesh ,they should stay same and intact after detaching . if you want to fix it on already detached object the only way I know is Noors normal theft script . It can transfer normals from one object to another .
@Obscura Thanks a ton, Obscura. You are awesome, mate. Got it to work but I was trying to see if I could use the cellnoise vector scaling to drive the scale of the indiviual tiles of a tiled image texture. Unfortunately, with the mask method, didn't work. @Axi5 This is what I am trying to do in unreal engine: Should have…
@Axi5 Thanks! Sorry for just now seeing your comment today :) Regarding my work, actually ... separating the parts out and assigning materials was the very job itself. There's a massive amount of it across several files. In Blender, my viewport performance is perfect ... as long as you aren't in edit mode inside anything.…