Really nice scene work here. Everything feels cohesive and natural. Only critique I have really is in that first shot, having a lot of vertical-jutting sharp and craggy rock 50ft away from a bunch of rock wall that's rounded and smooth, feels a little off (kinda Final Fantasy-ish?). Since both rock structures are right at…
Loving this. The front end of the whale looks fantastic, the tail makes me think it's a shark though since it has a vertical tail. Fish and sharks swim moving their spines side to side with vertical tails and whales swim by moving their spines up and down with horizontal tails.
one thing doesnt influence the other the weight problem is probably on your skin, not on how you control the bones the hierarchy should be like that your vertices as controled by the bones your bones are controled by the controlers what defines how the bones affect the vertices is the skin weight, one should not influence…
Starting to love unity, but i hate programming so much. // Variables.var playerspeed: int;function Update () {// Amount of players horizontal movement.amtToMove = (playerspeed * Input.GetAxis("Horizontal")) * Time.deltaTime;// Translate player.transform.Translate(Vector3.right * amtToMove);// Amount of players vertical…
During the low poly process. How does he remove the edge and vertices in one click? What tool is that.. I can do it by removing the whole edge than removing each vertices individualy.. but he is doing it soo quickly.. If anyone can give me a quick reply i would apreciate:P. Thx
It depends on the character design you're trying to model. With the concept art you draw exactly what you want and what the character should look like. But when it comes to modeling it, you need to do some engineering and think of how to best arrange your topology to represent the forms and flow that the design suggests.…
Select you camera in Unity and note the FOV. Unity uses a vertical FOV. In 3ds Max select your camera. Next to the FOV setting is a little icon that drops down. By default it’s horizontal. Change it to vertical then type in the FOV value from Unity. They should match now.
Sometimes you'll make a mistake when removing edges that leaves behind vertices on the mesh, turning on vertice display or activating sub-d shows you where these are fairly quickly too. That's once instance I can think of where you can get unwanted verts.
this is not working as least not in the way in which you describe it since they're no overlapping vertices. what do you mean with "new (fixed) boolean tool" when I use boolean it just cuts a hole and I still need to create and connect new vertices to keep quads
Hi, Is it possible to invert a mesh scale through its material and displacing vertices ? Thanks I tried displacing along normals when all normals were facing toward my desired origin point but that resulted funky but not a -1 scale. Perhaps multiplying these normals with totally vertical ones..?! Or maybe it's simply not…