Hey guys I am having a huge problem with weight painting in maya. On certain joints, when i paint black to remove any influence on the vertices, one of the verticies will snap straight down to the centre of the grid (0,0,0) and does not react to anything but a pure white value (in which it goes back to its normal position)…
Hi, I'm wondering if this could be improved when removing edges in VW. As an example I made a plane and started cutting my way into it but let's say that those added edges are unnecessary and I want to remove them, I then select them and press delete and this happens. For some reason the middle left edge get deleted but…
Vertical Slice Gameplay Demo + Fly Through https://youtu.be/-LhvRcgmMpw Problems = - Gameplay loop still feels lacking, need a more satisfying and rewarding gameplay loop somehow - There isn't a clear goal in terms of gameplay other than traversal - Sewer level feels too long, maybe remove some obstacles - need more…
Hi, I'm new to these forums and also new to modeling. I hope this is the right section to post this and if not, I'm sorry. I've been using 3dS Max lately, trying to get into modeling and I'm having trouble with the tools. One of the tools constantly giving me trouble is connect with vertices. I have a screen shot of one…
Welcome to my Polycount Sketchbook! DAY 53 of 180 (Topology) - Today, I resumed working on my latest 3D model and tried out different options to improve its look. While searching for inspiration and guidance, I stumbled upon a tutorial by Josh Gambrell that really caught my attention. However, I didn't want to just copy…
looks really good. But could be ALOT better with some tiny modifications. I would suggest: Turn on "preserve UVs" if you model in max und move some vertices around to give him more weight and more feel. Best example: The biceps. You could give it a lot more weight if you would pull the veritces of the biceps bottom more…
You can mirror a mesh a couple ways. If you delete history and freeze transformations you can duplicate it and scale it negative 1. The mesh will be mirrored over the transform point on your mesh, which can be moved with the insert key. Sometimes this can flip the normals when you freeze transformations of the new mesh.…
Tiny update. Still making progress on the cards, but in the meanwhile that fur breakdown thread got me having silly ideas. Many unknowns, I'll only be sure it works when I get it into an engine, but I'm wondering about what vertex color is normally used for in creatures and clothing, because I got some interesting and easy…
I'm trying to create a C# script in Unity to make a box (or plane eventually) fly somewhat realistically. here's what I have so far: public class MoveCube : MonoBehaviour { public float moveSpeed; public float rotSpeed; private float deadZone = .1f; //private Vector3 moveVector; // Use this for initialization void Start ()…