I use Silo for my UV work and made a macro that flips the texture island 180 on the z axis through the numerical editor. The macro fixes it every time for me. Pretty minor bug compared to the others they have been working on. When slide goes wonky and I'm caging in sections for hard surface sub d work thats when I start…
Yeah, I usually find that eyeballs will be approximately the right size if there's about an eyeball's space between them. So duplicate one of your eyeball meshes, move it to the centre axis in the front view, if it just about touches each side of the existing eyeballs, then they the right size. At the moment the ones…
[ QUOTE ] what sucks is of the 3 axis of evil countries we decided to invade,we chose the one with no nukes. [/ QUOTE ] Am I the only one who read that and thought that actually we're pretty lucky we invaded a country that didnt have any nukes?
Thks Havok! Well it is more like a neck-head axis part; may be it doesn't have eyes or it is between steel sheets but not set. I found it cool that people can imagine what they want about the eyes position. One of the main issue was to make a mecha-horse; at first I was stuck on horse natural shapes and the result was not…
Wow, thanks for all of the encouraging words, dudes! I'm not sure exactly about animation. I would love to eventually put it in Unreal, and for that I think I need a skeletal system of some kind (or can I simply link the individual parts together? I really don't know). I use SketchUp at work and have gotten pretty adept at…
one way would be to follow all perspective vectors of 1 axis and use their average screen crossing point as y- screen coordinate of the horizont somewhat like this:
[ QUOTE ] Didn't people say the same thing as this about the game Descent? The original DOS version. Not the photorealism but the motion sickness. [/ QUOTE ] that's the only game to make me nauseous. flying through the narrow corridors and moving in every axis can be a mind fuck
Hey guys, I'm glad you like the Mesh; but I hope no one has used it yet because there are a few mistakes I had to fix just now. heh. Sorry about that, I should have tested the mesh in mudbox or zbrush before I posted it here. There was a bad loop in the quad area which I fixed, The mesh was not centered on the 0,0,0 axis…
No, mirroring is definitely the way to do it! I thought at one point that I had tangent space normals completly understood, then I ran into problems on some hard surface objects (a gun) and realized that they can be much more difficult/complicated than I thought. One thing you can consider is using object space normal maps…
@dansher: yeah ill probably end up moving the trigger further back. thx @snader: i was wondering that myself. I had thought the perforated cylinder would be the grip, but then again im not entirely sure what its use is. Im actually still unsure if this would be a long range sniper class rifle, or a mid-long range assault…