Getting very frustrated here with such a simple function missing! I need to duplicate around 200 objects around a curve and 2 hours later I have no results and just a lot of frustration - Tried the mash method - hate it, either makes the object I want to dup invisible or when it decides to SOMEWHAT work aligns the objects…
Started on a new model for a project called 'Savage: Rebirth', the Beast Lair. Some of the textures are still a WIP, some objects are placeholders, and most of the object placement is just temporary. The vines need a lot of texture-work still, they were a bit of a rush job. And I feel like I should find a more efficient…
Yes, I really like working with iClone 6 and I think the renders look better. I go occasionally back to IC5 and have now trouble finding stuff... So I was a bit in trouble today. What worked yesterday didn't work today and I couldn't understand why. I found the issue, fortunately, and will point it out as we go along. I'm…
I would say no and no. The AO artifacts are due to the intersecting objects - so the way to solve that is to merge the objects or enable the Two-Sided setting. I wouldn't recommend overlapping UVs - this might cause other problems as the faces are unlikely to line up perfectly. You could isolate the UVs that are completely…
ProperSquid is a genius. He is helping me take it further. I'll post the proof of his genius... So the tool does the offset thing in xyz and rotate objects by 45 degress now... I love Blender, things are just a bit messy in a way, but it has gotten ten times better since I started using seriously nine months ago. things I…
pumbaa: You have to either make one small tileable mesh and put some of them together in Maya or 3ds max. This will drastically reduce the amount of objects needed. That's how we solved it at least :) Bbox85: Yup, we are a small group that is developing a game as I write this and we never thought that the amount of objects…
This is the result that I would expect in this case. The helmet is both in front of and behind the gun, so if you render them separately they won't be able to stack in the way you're hoping for. You may need to manually edit the layer mask to reveal the gun where you want it to be seen. You may be able to render an object…
Is it based on the number of objects/subobjects on screen at any given time. Off-screen objects are culled based on their bounding box. Also, keep in mind that object shadows cause additional draw calls, and depending on which renderer you're using- you'll get additional draw calls for depth/normals pre-pass. You can use…
This is where instancing starts to factor into things. By making instanced copies of the object, the copies are counted as one object inside quite a few sections of the rendering pipeline. It gets used for things like grass, trees, rocks and sometimes buildings. batching all of the grass into a single render pass is not…
(Sorry for my late reply and my noobie question) Thanks rollin for the reply :) yea my question its rather confusing :c ummm Let me try to setup an easy example of what I mean :D 1.- Lets say I'm modeling a wall 2.- But lets suppose that the wall its so complex that I've decided to model it by pieces, 4 different objects…