@poopipe Thats exactly what I was looking for. Im working on my moss Substance and want to give the User the Chance to have five different Shapes to Scatter around ( The tile Sampler would function as 1-5 Sampler of Variations if only 1 Plant of 5 is choosen )
Hi CougarJo, Yeah, I tried to convey somehow the idea that the environment is functional and "alive". Obviously, we could try to think that for some reason the player need interact with such panels in order to complete a challenge. Full Throttle comes to mind...ooold school, but I loved the quizzes.
The aesthetics and execution of the model are spot on. But I do question the feasibility of having five tube magazines on a revolving dolly that looks easily broken when a large detachable drum magazine could have the same capacity and function much better. Also what mechanism revolves the tubes?
Oh my God.. 3D Studio Max is beautiful... *tear* I figured out some of the functions I used to used to use in Blender and watched some videos and I am very very impressed, I seriously doubt I will go back to Blender now.
You need a wiki account, which you can make easily. Oh also, don't worry much about fancy wiki code. It would just be great to get functional images & links again. Someone else can always clean stuff up later.
GoZ is also essentially the devil. From my experience, if you're working in Max and you GoZ back and forth, the scale gets buggered somehow and you basically can't use the Move brush. Exporting an OBJ is the most bulletproof way of eliminating any loss of functionality in ZBrush.
I feel like your flower could use some more bulk, and his legs a bit more thought given to their movement/function. I know the usual drawings of venusaur are a little all over the place so far as that goes, but it's hard to interpret them at the moment.
not entirely sure what your question is. What shared functions do you think are going to cross over? but here's some handy shortcuts. new layer is: Ctrl-Shift-N fill with foreground: alt-backspace fill dialog: shift-backspace brush tool: b
I'm having the problem consistently when using the layout uv's function, I was using layout uv's along u to see the smallest shells and scale them up for lightmaps and the uv's would always pop back after using layout uv's and then saving the scene and reopening it.
Does nobody check the wiki? It's linked on the top of every single page on Polycount and in most of our sigs... Also, the search function yielded about 10 different threads in the first 3 pages about modeling rocks. Miiiiight want to try using that first next time :)