Made a new character for my personal universe. This guy is sort of a bad guy, he just doesn't know it. By default, Sneeze is a cute and innocent cat. Once Finlay remotely activates Sneeze's respiratory suit, toxins will be released and Sneeze will enter an allergic frenzy. As a result, Sneeze transforms from a cute and…
Removed sleeves, I reckon sleevelessness works better with antimage anyway. Also buttoned down that front cloth bit, not that that's ever going to be visible in-game, and gave him a hairstyle. I tend to avoid doing hairstyles for heroes who allow it because 1) I ain't no hairstylist 2) People get super defensive over…
Modifiers by default affect the whole object. To limit bevel to a single edge, see the bevel modifier panel limit using: -> BevWeigh. Then go back to the mesh and press ctrl+shift+e to control bevel weight per selected edge. Or alternatively, bevel is also a mesh tool. Select your edges, press w to access the "specials"…
Found the SurfaceTypes XML in the libs directory, along with the breakable_objectsXML. Seems that if a breakable particle is not defined in a material, a default one is used. Cloning some entries in those files at least gave me the option to use 0 particles. Would like to get into making new ones later, but seems that…
so whos pumped? its coming out soon? I finally splerged and got the new SF4 V 2 tournament Fighting pads! Im going to be customizing it soon! I already ordered the 8 sided plastic to replace the standard 4 sided one thats in the default arcade sticks! So far I think this will be my new template.
If you have switcher installed, it should have set 'F' and 'A' to what you would expect. They're called Zoom Extents and Zoom Extents All. Defaults are Z and alt+Z. The 'use last' hotkey only works within certain modifiers (such as editable poly) and only then for certain actions. It's much better to just bind hotkeys to…
two+ early blockouts in UE4. Started from one concept, but evolved :) I do not like the look of the tiles everywhere, except of ceiling on the first environment, I've did it just to test the reflections. On the second and third blockout screenshots I've also tested "film" grading, so it's low contrast and noisy. clean look…
In max your cage is averaged by default, you have to do "use offset" or whatever the check is to get a non-averaged cage(it simply uses a numeric input for ray distance In maya, under advanced settings you can select either "surface" or "geometry" normals, i dont remember which is which, but one is averaged and the other…
Are you update to date on your version? I think v4 might have had issues showing both sides of the new wireframe, but later versions have had the backside heavily grayed out making it easier to see the front faces. Moving verts should also align to the surface by default unless you drag them off the model and into document…
Heh doing retopo in 3d coat while writing this =) But the thing is , I really like modo and its retopo and that you can use modeling tools with retopo tools at the same moment .Its just the default topology view mode which I hate. I really wish to know how it is possible to mod it so it looks closer to 3d coat.