You can inspect the scale of an object with the scale property, for instance: for o in selection do ( will print the scale of the selected objects. You can reset the scale of the selected objects the same way: for o in selection do ( o.scale = [1, 1, 1] )
Oh and to answer your question about the fill layers and passthrough, the duplicated fill layer (fill layer 1 copy 1) is set to "normal", the top layer is just a regular, non-fill layer (layer 1) set to passthrough for cloning. You can tell which is a fill layer with the paint bucket icon :)
So this is my first time making a game ready character and I'm already finishing up with the textures. However I think I messed it up. What I did was separate the mesh for different materials sharing 1 UV space. I thought it was a good idea since I don't have to bother with using masks, plus I also see some tutorials…
"Is the workflow that different from Gears of War 1 to Gears of War 4?" Do you mean original GoW 1 or the remastered GoW 1? Look at all the "how do I do PBR" threads on Polycount. But this is derailing, I'll just continue to facepalm at all your posts silently from now on.
Btw if you're looking for some examples of quality Desert Eagle models there have been several posted to these forums: http://www.polycount.com/forum/showpost.php?p=1799037&postcount=1 http://www.polycount.com/forum/showpost.php?p=1833689&postcount=1 http://www.polycount.com/forum/showpost.php?p=1626656&postcount=1
Hello Eric, thank you for your reply! As "last image", are you talking about last image of post #1 or the image of post #4? About the last image of post #1: In order to try different approaches and try to fix my problem, I tried to increase the polys of my original low mesh in two ways: 1) I manually added some edges in…
POV-RAY (here's how you model a red cube) #version 3.6; //Includes a separate file defining a number of common colours #include "colors.inc" global_settings { assumed_gamma 1.0 } //Sets a background colour for the image (dark grey) background { color rgb <0.25, 0.25, 0.25> } //Places a camera //direction : Sets, among…
@tmighty Sure, the thing to remember is that Knald can only see the UVs that are within the 1001 area (the light grey square in Blender), so whatever you want baked, and only what you want baked, needs to be in there. 1) First things first we need to head over to the UV/Image Editor window and assign an image to the mesh.…
I dont have the ability to explain the fine details of how that aniso function works, but here are some ideas the angle is in radians, thats why they reference PI, except instead of being 0 to 2PI its -PI to PI but this doesn't really matter I think you dont need to worry about the 3dtexture, the angle can be a user input…
If you are going artwise and Isometrics, you should look in to warcraft 1 and 2, starcraft, C&C RedAlert1 and 2, C&C Tiberium Suns + Expension. Also observe the following online mmorpgs on the following website: http://us.91.com/ Others that are not on site are: Dragon Raja, Diablo 1. Also the non Isometric ones. FPS: Doom…