yeah -- study real world weapons more in depth first and then your next design is going to improve a lot, even if it's from the imagination. You don't got to be a weaponsmith but to the casual observer all parts of the thing should display harmony of form and function.
Could just use the in-built recording function from command line: DEMOREC [demoname] I used to use this in UE2 but I've never tried it for UE3. I saw the trailer yesterday at Gametrailers; great work. Never figured it for being real-time.
At the beginning I wanted to include a head at the end of the crossbow, but it did not fit with the floral ornaments so I have decided to change the design. Furthermore, some elements didn't make sense in terms of functionality, so I made some more changes.
Thanks for taking time to answer the question man. I was just assuming you are using gallery to display the thumbnails :) What you explain above is how I actually got it working but this is without the gallery function. Thanks and I apologize for derailing the thread :)
One thing I'm confused by: why does everyone mention other reverse image search engines, when google has one? Do they have features that make them better than Google's, or are people just not aware that google has this functionality?
Tried the bridge in the past - but good point. I was as said above more thinking of the function of the xsi 'n' tool which sort of creates a polygon that snaps to edges as you drag it. Hard to explain exactly but pretty fast. Great replies though thanks!
I think HP modelling this kinda basic stuff is quite easy to learn (just spline modelling and Turbosmooth)...With some of the props I hope to get more into the technical stuff since that's what I suck at ;) (Especially making parts look functional.)
Jorge, i think the best way would be to put a trigger box as collition in the door ratio that you want it to be affected and then you would just need to call that trigger box in the blueprint as an actor telling it to start the function when you hit that collition.
BTW, Photoshop DOES HAVE a bit of such functionality - instanced Smart layers. For example, you have some smart layer, duplicate it. And now you if change the original smart layer - duplicate will change too. But it's not applicable to Masks - they can't be instanced (( So pity...
New version out, 0.3.7 From 0.3.6 to 0.3.7 -Uses Schlick's approximation of the Schmidt shadowing function instead of Kelleman for the geometry term. -Max roughness 8192 -> 16384 As always, you can get the shader here: http://www.kostas.se/?p=30