Very nice work. Darken up those roads along the edges, you can vertex paint if need be or through the textures. It will help pop out the terrain a bit and give the scene a bit more natural feeling. I think your lighting could be a bit more pronounced as well, for instance the castle area looks flat from the bottom, if you…
I don't have access to that video so I'm not sure if this is what he is doing, but individual segments of a curve can be deleted. So you could switch to the zremesher guide brush, bisect your curve with a new one where ever you want to shorten it to (note: it should place a green vertex/point where the two curves…
[ QUOTE ] Holy shit does that script let you shrinkwrap a low poly cage to your high poly? Will it work for complicated, overlaid stuff made out of many objects in the high poly (like trying to shrink to a bunch of interpenetrating boxes with torii stuck in them or something else goofy)? I need to play with that script. [/…
Credit to oglu. I got this working, in Maya Bonus Tools 2017 there's a tool under Modify called "Orient mesh to edge/vert tool". Go into the settings for this, then change Space to World and then Rotate Axis to Y. Select both of your objects, run the tool. Select a vertex to snap, then select the edge to snap to. This will…
1. http://wiki.polycount.com/wiki/Normal_Map_Modeling#Low-Poly_Mesh 2. http://wiki.polycount.com/wiki/Texture_atlas 3. Several ways to do ambient occlusion for games: a. Create a 2nd UV set for static baked lighting. http://wiki.polycount.com/wiki/Light_map, http://wiki.polycount.com/wiki/Ambient_occlusion_map. b. Bake AO…
@Swordslayer: I just wanted to ask if you could make the script a bit 'smarter' :-) What I basically mean is that it should default to behave like the normal select tool and only use the angle algorithm if the loop stops at a non-quad vertex pole. This way the loop would not stop at large angles while the edge loop…
But i dont know the name of the edge when the script is running, this is a part of a long script and i only have a position, and by that position i want to get an edge depending on the faces of a plane (subdivided) i created. i dont understand completely how closestPointOnMesh cause its not very documented but if there are…
I've tried this as well, except bending the branch base normals manually instead of using a script. I think it's much better to actually cut the branch into the trunk, and weld the verts. The only reason not to would be to allow it to work with a procedural animation system like SpeedTree has, which gives a wind-like…
regarding the SSD drive, i got the OCZ Vertex SSD 128gig and it's unreal.. and tbh you need 128gig these days for the main drive (at least for me). When you have 1-2 of your games + all your apps i already hit like ... 65gig without even blinking an eye.. if u can afford it.. 128gig for sure. It really is amazing at the…
I would like to have a free terrain editor which can use and produce heightmaps but also has a paint deformation feature like Zbrush, moving Vertices around with a transformation gizmo and smouth selection, local subdivision of selected polygons for more details, setting hard edges (smoothing groups), turning the terrain…