I don't know how much this will help, but I recently modeled one: If this is for a high poly model, don't be afraid to use cylinders with a lot of sides. Before starting a piece, take a little bit of time to think about how you might model it, and how much geometry you might need. I started off with a cylinder with 48…
I love that orange - can someone post me that texture as I dont have any source engine installed. Would like to abuse it for my texTools :D - oh and the grey as well please. (maybe some auto script that assigns grey to z-axis faces , and orange to the rest,. hmm...)
3D Coat 3.1.01 Released: http://www.3d-coat.com/forum/index.php?showtopic=3594 - Doubleclick in Quad tool in Retopo will create triangle. - Better fitting of stroke to surface in Stroke mode in retopo tool - leads to better work of strokes tool on rough surface. Nodes on strokes will be visible much better. - fixed: ESC in…
Typically, an envioronment map is a set of 6 textures derived from the axis of your scene (+x, -x, +y, -y etc). engines or shaders use it as a lookup for reflection/refraction.
[ QUOTE ] ... what do you mean by V windshield? [/ QUOTE ] If you were to look at the vehicle from above, you'll notice your windshield is V shaped, rather than a straight line.The side pillars of the windshield and the center pillar, should all be equal along the z-axis. The dashboard should match that. The dashboard is…
Doesn't autosprite2 align itself along the vertical axis and then rotate the plane towards the camera? AKA billboard? EDIT: Your Daveness, Cheapy is his own code monkey.
Not really a fix, but I've always worked around this issue by just creating a new perspective camera and using that instead. Not sure what causes it, but I've had similar issues when opening up scenes that have a different up axis and didn't know how to reset the camera.
this is the results using a scale, but tried using a local axis. it's still off, but that is damn close. the collaps is closer, but still isn't "perfect", which i feel can matter for instanced geo. and i may have a metal complex that prevents it (note the verticle edges bend inward slightly.)
some nice stuff, i like the simple non-filtered shots of the characters - lets people get a look at the textures without clamouring for the flats. However, you might want to replicate this effect in a proper render : there's something distinctly half-arsed about viewport grabs that puts a lot of people off. The same goes…
did you reset the x-form? can we get a screen with bounding box, grid, wires and axis? include the x y z transofrm numbers at the bottom, under the animation bar (highlit the geo and have the move tool selected)