Yah that hoopajoop in the middle there, the two spinning objects with the tugging things hooked up to them, yeah those. That's not going to work on a basic mechanical level. When that big grinder inside begins to turn its going to twist the T-shaped object above it. Then the two peices that are hooked onto that, which then…
That's probably something best done when polygon modeling your base mesh (be it with ZModeler or in an external app) IF you want this to actually folded around, double layered material like in real life. However, I can't think of many cases where that would be necessary. So if you want to solve this with sculpting, then…
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…
Right i fixed the weird angles by changing the 'front axis' for each of the bones. Am i supposed to break connections for just the first and last bones? because if i break connections for all the bones it seems that the bones aren't attached to the curve any more. If I attach to curve and then break connections, aren't i…
UV islands are the chunks of UV's. So for example, don't unwrap a box and weld the sides together, keep them 6 separate pieces. The reason you want every face a separate smoothing group is because the edge where they connect is really sharp. For example, a cylinder can be 2 smoothing groups. You can assign the faces that…
those scripts are great. maya 7 has SOME of the functionality of the scripts but not all of them. the connect and target weld are really the only two things that were bothering me. i cant believe maya dosent have a connect tool. its a really basic modeling tool and i have yet to find a package that dosent have it. if maya…
yes - completely possible. you connect it up just as you would any other material with a virtual texture - its covered quite well in the documentation. and - just to clarify... virtual textures were introduced in ue4
I said last time that 0.15 would be the last version before public release, but I changed my mind, due to having done some major changes in the system. 0.16 should be the last version, for real this time! It's also out now! Here's the changelog for Shader Forge Beta 0.16: • New Main input: Custom Lighting (Run per-light…
These sort of shaders are generally meant to replace lighting (by using an emissive slot in a shader) and texturing. Lighting can be expensive, especially on mobile devices. Creating textures and UVs can take a lot of artist time. So, if you get rid of lighting, UVs and textures then you make your assets faster (assuming…
Here you go LINK. As always I like to modified people's script, so here is my little modified version;lastClicked = 0fn multiClicks singleCmd doubleCmd =( thisClicked = timeStamp() if (thisClicked - lastClicked) > 500 then singleClick = 1 else singleClick = 0 if (thisClicked - lastClicked) < 500 then doubleClick = 1 else…