yeah i agree. if you baked out of xnormal, did you invert the y axis? there's quite a few areas that look like they are popping out instead of going in.
hi guys, I have to admit I am a bit skeptical about doing it the way described above as it produces a lot of warping. That usually happens when normalizing a trapezoid poly for example to a rectangle. (as can be seen with the checker texture warping above) I`d suggest an alternative approach (both are surely valid for…
That's a good point, JordanW. However I think there's been a bit of a crossover here about what is a "material" and what is a "shader". It will probably be different depending on the tech of course. When I talk about shaders, I'm generally not referring to simple stuff like making an existing texture input…
I have to admit that the lack of bounding box selection is absolutely astounding, how on earth can they not even have that? That's essential in any software working with mutiple objects on the stage. Flash 1 probably has that :D Also, what do you mean by one of the axis is reversed? Do you mean the Y axis like in Flash?…
Rigs made in Maya are typically created this way because it allows you to rotate the bones "symmetrically". If you select the upper leg bones, turn on AutoKey, and rotate them both on their local axis you'll see this behavior. This isn't a problem at all, but the reason it's drawing inverted is because 3ds Max expects the…
Hi Blaizer, Yep I can totally see that it might be too late to adress that. Im sure you guys will have opportunities to work on that further on a later title/sequel! As for the gameplay - the motion looks very fluid and playable, congrats!! But I hope you guys wont mind a huge crit. The core shooting gameplay seems to be…
You could just make them taller; the cylindrical portion above the current legs doesn't look like it's doing much, so you could just extend the top hinge of the legs up into it and have their outstretched position be at a shallower angle to the vertical axis. It'd be the same footprint as the current version, but the force…