Sorry for the late answer! Thanks for the design idea - I'll consider it. You know you can enlarge the tripod in the preferences? - It should then really be no problem to select an axis. I noticed there is a bug with the axis selection, I think you have to tap the end of the axes-lines, I'll change that so you can tap the…
Looks awesome! Decent rendering and nice composition. I can't help to notice that perspective gets quite bizarre on the gun, mostly around barrels. Also the way the axe is attached isn't very convincing imo. It looked fine on earlier WIPs but after you removed the barrel cover and changed gun's angle it just doesn't seem…
I've heard the advice time and time again that you probably shouldn't put tutorial stuff in your portfolio (unless of course you're the instructor). I don't think the gun is done well enough to help you get an internship. The axe is pretty cool! Create a few more projects, and take your time making them really well.
ah alright. yeah transform component works.. it defaults to moving at first which is why i didnt realize that you could scale uniformly (on all 3 axes). so i guess its a matter of scaling on a single axis, allowing the tool to switch to scale, then scaling uniformly. if there's a way to bypass that first step.. let me know
Released! Page on Asset Store: https://www.assetstore.unity3d.com/#!/content/29853 3800-7500 tris each including 3 LODs Easily editable color in material 2k multichannel tga/png textures: albedo, paint mask; metall, gloss, occlusion; normal Have colliders Rotates on two axes PBR textures -Have NO rig or animations yet
That would be very kind of you! I've been using that Ax-plugin or what its called and exporting the mesh to .ase. If exporting to FBX, I could probably do that with Maya itself and no plugin I guess. I will try the .fbx when I get the chance, and Im eagerly waiting for whatever you might find out with 2012 =)
I immediately tested over and under bridges and here are my findings the pathfinding allows you to easily go OVER the bridge unhindered going underneath it however is impossible and as expected there is also no elevation cap to "Blink" also high elevation will not pull the camera out to a playable scale, that's why axe is…
For the noise, you can use world position x-y-z and make a manual world aligned noise by using the noise node with optimized settings (fast gradient, 1-2 iterations, and plane projecting it on the 3 axes, then blending them like you would do in a standard world aligned texture function. This should not move with the camera.
I did special controllers for my character : "Axe rotate" it's a driven key for rotate the pedal axis : 0 to 40 to go forward (10 per turn ) 0 to -10 to go backward. If "Left foot contrain " and "Right foot contrain " are on 1 (on) the foots follow the pedals. And I contrain pelvis controler with the rotate X of my…
hold down the d button on your keyboard. the translate gizmo will chang to a stick gizmo. you can then move it in all axes (keep holding down on the button though) if you have a vertex you want to snap to you can press and hold 'v' after 'd' which enables snap to vertex, or x for snap to grid. hope that helps