Hi there I'm trying to get a similar output in maya of the c#code below: basicly I'm trying to create a second UVset and then move each vertex by a given vector, (u=0, v=1/vertexCount) in which vertexCount is a number of vertices. Each vertex v posision is actually offset by v=1/vertex count, so for 4vertex plane vertx's 0…
I like the idea of restricting it to a genre as with the previous Brawl. A fighting game stage gives a pretty good idea of scope and what you need to do. The current prompt right now can be anything. If we wanted to continue with the idea we can pick a popular genre (several new ones since 2011) and then let it go from…
I tend to view any project as a collection of creative problems that need solutions. Once you've both designed and executed solutions for the full list of problems, then the project is finished. Between the exterior drawovers and the panels from the comic illustrating the interiors, I felt I had enough concept to start 3D…
@kelly_caroline Im actually glad you noticed that. It's the difference between a rivet and a bolt on those. Portions that are plated and rivets do so with the integrity of the wood to hold them together where as the square ones are actually bolt heads with a nut ( not a threaded nut as you usually see it but one that has…
Not sure if this is the cause of the problem, but here's the rationale behind why it might be... How blendshaping works is that the blendshape node matches the list of the corresponding vertex (or points) of the blendshape and the target. How they find their "partner" points is through the name of the vertices. Every…
2560x1440p in a 24 inch package is packed. You'll need very good eyes to handle that, else you might get some serious eyestrain (or headaches, twitching eyelids, ....) from trying to focus too hard. Text and icons will display very tiny. Personally I find interfaces in that res pretty small on a 27" screen. I usually scale…
Dynamic batching: For small enough meshes, this transforms their vertices on the CPU, groups similar vertices together, and renders them in one draw call.
Good start! Although the proportions are a bit different, look at the four main vertical beams, yours are a lot thicker. Each side has a single diagonal support per section, but you put two diagonals in an X shape. Look more closely at the concept. You have horizontal planks under the barrel, but these should be railroad…