Good hour everyone, except vermins. A campaign has been launched to create cross-platform free software with open source code, creating a three-dimensional parametric model of the car's wheel. The result models can be used into different 3D game engines, using export. youtube promo. Working prototype.…
Steve: Wow, man. I haven't seen those models in forever - so glad to see you're still getting some use out of them. If any of you guys are interested in rigging up and animating these guys, go nuts: ___________________________________________________________________________ Captain Beefheart Hot of the presses, I made this…
I'm not sure I understand what you mean by "more guides per clump". As far as I'm aware, I would only be able to do one guide per clump? Unless you mean to have more guides in general.
Yeah, that. Eg. If I wanted to sample height at specific locations from a landscape and use that information for something. I don't appear to be able to query the scene for anything useful directly from an editor blueprint but I refuse to accept that there's not some way of doing it Any ideas?
Hey guys, I'm currently writing a custom shader that makes heavy use of screen space UV's. The problem is, I can't seem to find a way to access the screen resolution/aspect ratio, so the textures I run in screenspace are stretched horizontally. I'd also like to scale the UV's based on distance from camera, which I also…
I have a question about baking from Hi to Low. When you split your UV maps at the 90 degree edges, how far do you usually space them out from one another to avoid getting those weird baking errors?
I'm trying to use the UV Layout function to pack my uv shells for a model im working on and I have most shells set to a texel density of 40 some smaller pieces set to 25 and a few set to 70. However when I use uvlayout it just scales them all to about 65. Is there a way to make it pack without adjusting the density of the…
There could be a painfully obvious answer, but right now I don't really see a way to do it. So I've already modeled a pokeball and I was to add the stripes from a great ball example here: http://i.gyazo.com/a12af1d8079a244977e116306c8932db.png What I'm trying right now is to just create it with vertexes, but I don't know…
looking good! the ears are drooping way too low and dont come out far enough from the head. theres a lot of real estate back there that a lot of people forget about. your head shape is pretty good, i think the eyes are going to be too big once you put the eyeballs in there and define the iris and cornea.
i knew that was coming... and i know it's not true. i was on the WAR core tester team, i still talk to some of the guys at mythic, and i know the lament they face with what they want to achieve vs what they're told to develop. but that still shows part of the core problem: the people making the real decisions were/are out…