I know the last comment wasn't terribly helpful... The punch feels stuck because the fist is held at the same exact position for several frames after impact. It needs to rotate a little bit and/or slide off the door as the body is pulling away. Body slam is similar, I can see it bouncing off the door, but it's easy to…
Hi there! i've been looking for fixing this issue where my door blueprint don't want to match the lights of the scene but i can't find any post that fix the problem. The blueprint of the door is set to movable, the rest of the light in the scene (directional and skylight) are set to stationary but the door looks like this:…
So would the door be detached from the main building? I am kind of confused as to how this would work, if it would be detached then wouldn't it stick out and be noticeable. I should probably add that this is going to be used for a lot of buildings for an airport in a flight simulator, It would not make sense for me to…
Well, you certainly don't get to the point, so I'll give some examples that may be what you're asking... You could use a SWITCH between the used trigger and matinee for opening the door that plays the reverse. You can delay that trigger if you want, but don't have to if you want to close and open the door halfway a bunch…
Try giving the door a more interesting concept; make it assimetrical. Normally, these things have to be made so that the weakest point (the seam made between the doors) is not in the center, which is where most impacts would be made. Think what the door would need if it was real. Ask yourself what it is for. A corridor? A…
SO i made a wardrobe with zbrush, the whole object shares the same Difuse normal etc etc,, but the doors are in the same group with the rest of the wardrobe how do i create a group just for the doors so when i import it into unity i want to select the doors and animate them also some part of the doors are glass how do i…
Since production on Halo 4 has ramped down I have found some time to do some personal work again. These doors have been a work in progress for the past month or so; they are both exercises in modeling as well as door design. I wanted to create a series of doors that avoided the typical cliches of most fictional designs and…
Hey everyone I'm a mapper from doom 3: Phobos. We are currently looking for modelers to make map probs for our new areas. Our other modelerr is working on charecters so he doesnt have time to work on both. We are looking for a guy that can design, model and texture probs like, doors, crates and other map stuff. We just…
Last Update : I expand the door and made it older. To go out we have to pass the scann, the hologram is telling us the progress of the door. For texturing I used the PBR practice, I have 2 x 1024*2048 textures. This scene is in the Cry Engine. Hey Guys ! I'm making a futurist door based on a concept from 343 Industries. I…
I really don't see "blast door". There aren't any big ass hinges showing the functionality of a door. You have a lot of shapes on that door that just makes it blend in with the other parts of the whole objects making the door buried and hard to see with all these miscellaneous objects. Which kinda gets to my next point.…