small?:D!! Looks great, but to be realistic if a CH-53 had the engines and tail transformed into more of a futuristic design like what you have, then they would probably change the fuselage/canopy too since this thing dates back to the 60's. Cool stuff.
This looks like an error in your mesh. Ensure that your mesh is a single object per UV set. Reset transforms. Make sure UVs are laid out properly. Make sure everything is welded as-needed, and ensure that smoothing groups are applied to your model.
Dug around the web figuring someone had to have had this issue before you. I found a solution. customize>Preferences>Gizmos tab Move/rotate transforms section (bottom of the window) Make sure its set to Intersection rather than Projection.
Yeah, I think it's a fair critique. While I really like the face that is there, and was going for kind of a G1 transformer face from the get go, I do think it's worth exploring and taking it further since a number of people have mentioned this. Thanks guys.
sounds like double transformation! curve controls surface and parenting both to a controller results in: parent scales curve which scales object (as long as it has history) AND parent scales object created by the curve again. solution: parent only the curve to the control but not the object.
This is the concept for Pirate Gnar! ill be adding more stuff to the design but i wanted to give you guys a clear idea of where im going with this. Ill also be making Gnar's transformation but i havent concepted it in digital yet :D critiques would be nice
Which software are you using? In Maya, it's easy enough to weight a single-sided bit of cloth then duplicate the faces that you want to be double-sided. Flip the normals of the new faces then transform them slightly along their normal. Finally, delete non-deformer history.
For future reference, it's official name is the "Transformation Border". The 2018 release added an option to turn it on and off, so while that's not useful to you and there's no way to actually control the size of it now, that kind of update might just be the first step towards creating such an option for future releases?
Actually I'm pretty new to a lot of things. Right now I have a reflection vector going into a vector transform which is going into the blurred cube map to be multiplied with the diffuse texture. Could you explain what you mean about using the normals there?
I think he's talking about the transform gizmo, that lets you scale, move and rotate without switching tools.. Just select the move/rotate/scale tools in the top left-hand corner and you'll lose the bounding box around your selection.