Hi se7ered, I think you have an interesting concept but i would suggest working on the execution a little more. The large cylinders you have cut into both the high and low poly could easily be floating geometry. Cutting them in has done nothing other than to deform the main bulk of the mesh you cut into and give a little…
Get float2 $size gets the size of the whole document and I need to obtain the size of a decal I drop as a layer over to calculate shift and scale values from "pixel" integer inputs . In Designer I just use "get size" node that measure whatever bitmap you drop there and pass float2 to transform node with parent size . Same…
One very important thing that tutorials like this never really seem to cover(well, yours and the q4 ones atleast) is that you can very easily get nice smooth transitions with your floating geometry, theres really no reason to have super hard edges like that if you dont want to. Having a slightly little softened edge imo…
Near finished low poly now. I'm pretty much just tweaking shapes and geometry now to make sure it's nice and clean for the high poly. I did fix my floating objects issue. Basically the bars connecting his arms (the ones that the guns were rotating on) were floating, his elbow guards were floating, and then there's the gun…
The first thing I noticed is the concept itself is everything is a box. The ground is a box, the building is a box sitting on a box, the bridge is a box and the cave itself is probably an inverted box. I'm reminded of the Cardboard Box Factory in The Simpsons. The commentary explained how they want it to be boring by…
Do you have reference that you are using? Posting that would help immensely in giving more concise critiques. I think this is a good start and you'll have a strong piece with some more texture work. That being said, here's a couple of quick things you could do: - Localized damage on kick plate, door frame, on door handle…
Again, all your textures are really tiley, try to reduce that appearance of reoccurring tiles as much as possible. Right now, all transitions are one tiling material into another tiling material. Add a lot more trim on everything to transition it all together. For example, water damage seeping up the sides of the building…
It is nicely done but there are a few things that I notice that may need to be touched up. - The door frame and the windows look like floating geometry over the wall and don't look like they are actually part of the building. In the picture it looks like the door frame and window are actually cut into the wall and are…
somehow got interested in this and started a function that snaps the vertex points on the grid:function vertex_snap obj snap_units xAxisUse yAxisUse zAxisUse = ( if (classof obj == Editable_Poly) then( local num_verts = polyop.getNumVerts obj; for i = 1 to num_verts do(--loop through the vertex points local v =…
Hi, so I have a character I made in Maya and imported to Unity with animations and all. I'm just learning Mecanim and doing some testing. I have my character moving and am trying to understand it. However, I wanted him always facing the direction he's going, which he wasn't. On Unity Answers, I found this handy piece of…