sounds right. always best to read the fine print. pressing the "I agree" button means you agree to shut the hell up when you have a complaint about policy.
MOTHERFUCKER!@!!!!! [ QUOTE ] We cannot proceed. The form you have submitted is no longer valid. Please use your back button to return to the previous page. [/ QUOTE ] FUCK YOU POLYCOUNT!!!
i noticed one thing you miss on your model, the aimpoint buttons/skrews.... you know, the ones at the sides between the small and big scope.... look there, there you see them
It sucks shit now I agree I can't stand the fact if you cut around an object you can no longer change the position of the last vert with the middle mouse button.
Hey Guys, Thanx for the replies it was the "J" button situation why would that happen? I'll copy these helpful tips under, why did it happen . Cheers, Vodka+ginger.ale out! lol
https://docs.unrealengine.com/en-US/Engine/Rendering/LightingAndShadows/index.html Dig in, do lots of reading, and do lots of testing. Learn what all the buttons and knobs do.
I tried pretty a while ago and got an impression it's basically just fbx import/export with quick one button approach. Same issues with materials as with regular fbx
There were some finer details I thought might be easier to achieve in zbrush, like adding slits in the buttons for grip, grip texture on the pistol grip as well. Example:
In Editable Poly, or an Edit Poly modifier, go to vertex subobject mode and press the "create" button. After that you can click anywhere to create free floating vertices.