Source Filmmaker

Source Filmmaker

Balance Scale
13 kommentarer
Sokatiib 28. juni 2022 kl. 15:58 
You better know who to call.
FrankenPat 31. maj 2021 kl. 8:31 
very well done
Familycreature4  [ophavsmand] 30. aug. 2019 kl. 12:54 
Sure
엘-750-BM 30. aug. 2019 kl. 4:54 
Can i port this gmod?
spaghetti 6. feb. 2019 kl. 13:52 
I LOVE THIS PERK ITS CALLED Make Your Choice.
Hoot Freeman 11. sep. 2018 kl. 17:16 
Balance the odds and evens
Imperial fist 8. sep. 2018 kl. 14:35 
pls create a new troopers alien colonial marines I can t finish my animation . thank
Kumquat [Velbud] 7. sep. 2018 kl. 11:17 
1) You don't need the LOD for this model. https://gtm.steamproxy.vip/app/1840/discussions/0/618458030659552057/
2) Check your axes of rotation of the swings, you may want to lift the bones a bit higher. To set a more exact placement along the surface axis of the ring, select the edges of the ring and swing that are touching one another, Shift+S, cursor to selected, then go to edit mode for bones, select the head, Shift+S, selection to Cursor (Offset), and you should be good in that department. However, if it find to keep as it if you feel it usable as is.
3) Update me on when the model has been increased in poly. I wanna check it out. ;)
4) Okay, there is a lot about the mesh that can use work that may help your UVMapping.
Kumquat [Velbud] 7. sep. 2018 kl. 11:17 
- Take into account that it is easier to have all of your models in clear polygons. As I am inspecting your mesh, there are a lot of triangles that are disorganized and uneven. It leads to stretchings, basically weird pixelation of texture on the mesh. If you need an example of how to fix this, let me know.
- Although this isnt done often, having models connected to one another (in other words, VERY detailed build of connections) rather than having separate meshes will help your model with shadows and generally would give you the option of creating a stand part and the handle part to allow for something similar to what Libra holdings.
- How did you unwrap the UV? Did you just unwrap/set the angle of smart wrapping? If so, I recommend against this and instead try making seams by hand. This helps with painting and checking where pixels and compressions may form on the texture.
Indigo Blaze 6. sep. 2018 kl. 21:22 
It's time to tip the scales!
Familycreature4  [ophavsmand] 6. sep. 2018 kl. 21:07 
What would you suggest I change about the UV maps? The cubemaps looks alright to me but if there's a way of making them look better, I'm all ears.

I'd agree that some parts of the model look kind of low in detail though. I'll probably get on that tomorrow.
Kumquat [Velbud] 6. sep. 2018 kl. 16:53 
My two gripes with this are the UVMapping affecting the cubemap in such a disgusting way, and thay you didnt up the poly on it.
Pretzel 5. sep. 2018 kl. 16:09 
Perfectly balanced, as all things should be.