In the end you can move the object by selecting local axis and move it to specified distance. But if we start talking about trigonometry, if you rotate an object lets say 15degrees and move it 10cm in the local direction, it wil automatically wont be able to snap to the grid, it will be off in every axis. So if you want…
this has been discussed before - point sampling removes the problem and we can only use the sampling methods hardware supplies, so for linear or anisotropic sampled textures these seams will always crop up (even with a couple of pixels of padding - in fact I have padded a lot of pixels and there is some hardware thing…
Like I said if you rotate 90 degrees you will need a new normal map. When you rotate 90 degrees you changing your normals on 2 axis. The red and green channel are both changing so you can't fix it by mirroring, you would have to swap them(red becomes green and green becomes red). When you rotate 180 degrees your only…
Did a grunge pass on my textures. Tweaked some of the lighting and post processing effects. Axios - Thanks for providing crits. I scaled the height of the walls a little to match closer the concept. Still on the to-do list: Lava, Pipes, final Diffuse adjustments, and a proper Spec Map. I'll need to tweak the lighting some…
Hey man great work so far. I think you've pretty much nailed the individual shapes and design language of the armor. I do think the overall proportions could use a bit more work though. I don't know if you want to stick close to the concept or if you're going for something a bit more realistic so take this with a grain of…
@Axi5 : it depends which version. When using the lighter version (or whatever it's called), it definitely does do intrusive restarts when idle - had it happen recently while working at a client. I believe the settings to prevent it differ from one version to another, which in itself says a lot about the product vision…
Yavne writes custom normals for vertices. So it's possible to set an arbitrary normal on a given vertex. If you know what "mirroring custom normals" means then it might be possible to write a script that does that. Say, the mesh is centred at the world origin, you have two vertices, one is opposite to the other based on a…
With the current view it's a bit hard to tell if the mesh was even symmetrical in the first place. Some areas may appear to be more symmetrical such as the horns), but on closer inspection the one of the left seems much thinner while other areas are also off (the right shoulder being higher up). Currently local symmetry is…
I'd say your progress is good. But it's going to take a fair amount of work to fix it up. 1. Don't include the clavicle (shoulder) in the IK chain. This one change improves things quite a bit. 2. Thick joints like the knee will always be hard to work with. You could try adding another bone at the knee that is position…