|
Post by PixelHeaux on Apr 3, 2017 18:32:38 GMT -5
PixelHeaux you can uv map it at any moment before merging with another object, and then when you merge 2 objects together just move "princess" uv map in place that EA dedicated for earrings. As I understand you have hoops, and you created a word "princess" that you want to merge with hoops. When you append the mesh it will appear in the same place and position where it was saved when you created it. It doesn't rotate and snap automatically to another object. So you need to scale/move/rotate or all together your custom mesh. I'm stuck on the weights part. Do you know why when I select to start transfer weight my mesh won't turn blue or red to indicate what needs to be changed? I moved the Princessa mesh to my desired location on the hoop and now I'm trying to do weights. Was there something I was suppose to do before this step?
|
|
|
Post by PixelHeaux on Apr 3, 2017 17:51:46 GMT -5
I'm suppose to be assigning the weight to the mesh on the ground? I think my error was trying to assign the weight to the earrings omg. I was just clicking both bones to see which would turn color and neither would but I think its because they were already assigned lol. Okay, I'm going back in to try again!
|
|
|
Post by PixelHeaux on Apr 3, 2017 11:00:51 GMT -5
Okay. I'm following this tutorial right here. I got to the bones and weights part but for some reason my mesh isn't appearing blue or red and I can't figure out if I've done something wrong or not. Also, in the beginning, while appending the new mesh it automatically clicked to the earring. How come mines stays on the ground? Do I have to manually move it the earring myself or was I suppose to uv map it before moving on to making it apart of the earring?
|
|
|
Post by PixelHeaux on Apr 3, 2017 10:54:12 GMT -5
Thanks that worked!
|
|
|
Post by PixelHeaux on Mar 28, 2017 23:10:39 GMT -5
hi! I'm not really sure what i'm seeing on the picture.. and i don't see any boxes.. (?) Can you share the package? On the picture on the surface of the mesh its completely see through along with on the side. The texture is only showing from inside and not going around the mesh completely on the outside. Jean Stack Package
|
|
|
Post by PixelHeaux on Mar 27, 2017 2:13:09 GMT -5
PixelHeaux how about those neon wall sighs and wall decals that not actually in a light category but acts as light anyway. All of it will gives you light effect, they will not light up whole room but they good enough for the text lights, and if you look at them closely in blender and the way how they textures works you will see first and second row is build differently, you must decide what is closer to your project. Or you can use as a clone some of a wall light if your text going to be on the wall, you must just study everything that gives you any light in game and belong to the right surface (wall,ceiling, floor, table) Do you have a plan how is your neon letters will looks like in game? Flat or they will have a body, will they have any base...? If you will use wall light as a clone keep in mind that the part that gives you light in game will still gives you light even if you change its mesh from sphere to a letter shape or even a whole sentence. You will have to do new mesh for your neon text and probably new texture too. Here is lots of tutorials about how to start the project, I would read them all... I actually did) OMG HOW DID I MISS THESE! I plan on having these lights on the wall but to pop out 3D as these are in the photo above. I just didn't know where to start.
|
|
|
Post by PixelHeaux on Mar 27, 2017 2:10:17 GMT -5
Can someone explain why this object is having transparency issues? Like from an angle it looks as its suppose to but there are boxes around the mesh. Its suppose to be a stacked pair of jeans. Images Here
|
|
|
Post by PixelHeaux on Mar 26, 2017 14:34:45 GMT -5
PixelHeaux definitely start from - cloning as similar as possible looking EA light, maybe few similar ones and study they meshes in blender and how they textures has done you will see which one is close enough to what you planing to do. I haven't found an EA light similar to what I'm doing. I'm making, or wanting to make, text lights.
|
|
|
Post by PixelHeaux on Mar 26, 2017 4:16:08 GMT -5
Hello! I've seen some amazing neon lights from pictures via Google. I wanted to take the text from these lights and make them into custom lights for my game; something like neon light signs or what not. I just don't know where to start. Can someone direct me in order to tutorials on how to make these lights work? I've never worked with making custom lights for I mainly work with game base conversions and recoloring. Thanks in advance!
|
|
|
Post by PixelHeaux on Mar 23, 2017 22:01:50 GMT -5
How do I get my mesh to look the same on my UV map? I tried scaling but it seems I can only do one at a time and I want them the both size.
|
|
|
Post by PixelHeaux on Mar 23, 2017 21:42:40 GMT -5
What image size are you using?. If you're using HQ photos then maybe 1024x1024 or 1024x512 sizes are the best. I'm using 1024x1024 and on the mesh its still blurry :( I save as png and everything. Someone mentioned making a hq uv map but I don't understand?
|
|
|
Post by PixelHeaux on Mar 19, 2017 21:03:39 GMT -5
Can you please share the .blend? Here is it here
|
|
|
Post by PixelHeaux on Mar 19, 2017 18:54:25 GMT -5
Can someone explain why this mesh doesn't look smooth after baking but my other ones do? I've followed the baking shadow tutorial correctly and even tried unticking the Alpha box under the UV section but I get the same results.
|
|
|
Post by PixelHeaux on Mar 18, 2017 18:53:44 GMT -5
Hello! I'm using HQ photos on a painting mesh and when I go to look at the in game they appear blurry. My game settings are on the highest possible. Do I have to change the UV map to a higher res and if so is there a tutorial on it?
|
|
|
Post by PixelHeaux on Mar 17, 2017 15:46:05 GMT -5
Hi PixelHeaux, are you trying to make a recolor pattern for CAS, objects, or a build mode item? Are you wanting to use part of an existing pattern and change parts of it or just start from scratch with an entirely new pattern? If what you want is a completely blank pattern to start, you can just export the existing pattern and bucket fill it white. Alternatively, you could just create your own new blank and give it the size of the original. If this isn't helpful, could you explain a bit more about what you're working on? Hello! I am trying to make a recolor pattern for an object. In Photoshop I use the "Multiply" layer blending option so I don't lose the creases and shadows on the mesh. If I apply white over the mesh I'll lose the shadowing and creases. Its a tapestry by the way with patterns on it. I want to remove the patterns, make it white (while keeping the shadows and creases), then apply my own patterns. Someone mentioned shadowing the mesh in Blender but I'm not sure what that meant.
|
|