All of them look amazing! Mhmm I like B and C: B moslty because it focus the "face / eyes" with that neon , and the hood and ears of C ( I think that In game would be more appealing and distinguishable for that camera angle.) Keep it up!
Quick color tests! From set "A" I am leaning towards 1 and 5. For set "B" I like 1 and 2. Thoughts? Questions or concerns? I think I'm abandoning the composition of set B. Feedback welcome and encouraged.
Now to wonder how much monies he made from A to B, A being Oh my god closing... DONATE NOW B being Oh I think I can hold up more in fact Rinse and repeat.
I am trying to merge two Maya scenes in-place. Where I import scene A into scene B and it will move items from scene A into the correct hierarchy position in scene B. Other than name-space shenanigans, what is the best way to go about this in Python? Or is there a script already that does this?
What you need to do is: Raycast to hook point. Using that transform/vector3 as your center Use that radius to do an arch from point A to B on the circle you created to define the arch. start your motion along the arch from A to B.
Good eye @NomadSoul2501 I think i need to do a bit more explaining now, lol I did start this proj off with out putting thought into it and being like yeah! lets create a sweet env. But I've been putting some thought into it recently and i really want to go back to what got me into CG in the first place. Level design. I…
So animating an object with object space is pretty much the same as is with tanget space (leaving out the shader complexity ofcourse). Wonder why this misconception is so widespread (must be like the "triangles screw everythign up in zbrush" issue lagging on), people must have just heard about it and never actually tried…
Hi! Anyone know script for 3ds max that will pick object B -> move to pivot object A -> run another script to render animation to spritesheet -> change object B to object C ->run another script to render to spritesheet - > repeat with D,E... ?
CrazyBump. ^^ Roughness is driven from either R or G or B channels of the Albedo maps. (Usually R and G give better result over B but it really depends on the Albedo itself). I adjust the normal map strength in engine until I'm happy with it.
Wow, this looks craaaaaaaazy good! Totally following this!!! :smile: I can't choose a pillar myself either because I love them all. I would like to see both B or D with indents like E/F or H for B.