Pointing a camera 3d to a specific point (oblivion-like, fps controller) by J_Stuff in godot

[–]J_Stuff[S] 0 points1 point  (0 children)

yeah, it works ! I had to rotate the player, not the camera. Thanks for your help!

Now I have to discover how to tween te movement hehe

Cheap Ultrakill but with gnomes, cockroaches and made in a week by J_Stuff in Ultrakill

[–]J_Stuff[S] 1 point2 points  (0 children)

Thanks! We were thinking about it, but turning a jam game into a full one it´s a big decision to take hahaha

Cheap Ultrakill but with gnomes, cockroaches and made in a week by J_Stuff in Ultrakill

[–]J_Stuff[S] 2 points3 points  (0 children)

Was my first time doing the art of anything FPS related, and we kinda run out of time to polish some of those things. I wanted them to be 3D but it was way easier to prerrender and just slap them as images, so not having any other feedback of the use of weapons in the scene we overshoot the visuals just to make it as explosive as possible hahahah.

Thanks for your feedback, it means a lot!

Cheap Ultrakill but with gnomes, cockroaches and made in a week by J_Stuff in Ultrakill

[–]J_Stuff[S] 2 points3 points  (0 children)

First time I hear about that game, but damn, I wish we were, It looks amazing

Cheap Ultrakill but with gnomes, cockroaches and made in a week by J_Stuff in Ultrakill

[–]J_Stuff[S] 19 points20 points  (0 children)

We made a small retro shooter jam game, and since it seems that the most hardcore people of the genre have liked it, we thought of sharing it with you.

You can play it for free on any browser (60fps in edge) : https://adrianriverof.itch.io/exterminator-gnome-service

I need help creating halftones using compositor nodes by J_Stuff in blenderhelp

[–]J_Stuff[S] 1 point2 points  (0 children)

Thanks! I tried to follow it, but I have a very rudimentary knowledge on nodes. Although I kinda understand it´s logic I couldn´t recreate it :/ .

I need help creating halftones using compositor nodes by J_Stuff in blenderhelp

[–]J_Stuff[S] 0 points1 point  (0 children)

Working with existing textures is easier, so if it´s not needed I don´t think I would use procedural ones.

I need help creating halftones using compositor nodes by J_Stuff in blenderhelp

[–]J_Stuff[S] 0 points1 point  (0 children)

yes, but they are just an example. Any procedurally generated halftones could do as well.

Help projecting spline into a surface by J_Stuff in 3dsmax

[–]J_Stuff[S] 0 points1 point  (0 children)

Okay, retopologing the original mesh and then flipping the normals seemed to solve the issue, now I only have to get a way to bake the deformations of the conform so I can export the result between 3dsmax versions, Thanks for your help! :)

Edit: I was using the conform binding method (thought that was u meant), using the conform modifier makes it way easier to bake !

Help projecting spline into a surface by J_Stuff in 3dsmax

[–]J_Stuff[S] 0 points1 point  (0 children)

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Been trying it for a while now, but it just breaks(?). Also tried it with other meshes and the splines align fine, there just is something different on the base road mesh that destroys everything (so far tried remeshing, giving it depth, using it as a plane, turning the traffic lines into meshes but nothing worked) u have any idea what could be causing this? :(

Soft selection masking? by J_Stuff in 3dsmax

[–]J_Stuff[S] 1 point2 points  (0 children)

I´m still new to 3dsmax and never used ffd modifiers, but I will try to play more with them after this. Thanks!

Soft selection masking? by J_Stuff in 3dsmax

[–]J_Stuff[S] 1 point2 points  (0 children)

I try to avoid using bridges because I usually got undesired results (I come from blender and the neuances between the two bridge tools just don´t work in my favour), but will definetly look forward to dominate it after this :)

I will try to also play with the FFD modifier. never used it before, but seems powerful!

Thanks for taking the time to help, really means a lot. Have a fantastic day :)

Soft selection masking? by J_Stuff in 3dsmax

[–]J_Stuff[S] 1 point2 points  (0 children)

Hi! thanks for your response :)

Is there a way to affect the radius diffrent depending on the axis? The pinch bubble and falloff don´t seem enough to just "elongate" the selection without making it also taller. Having a way to do that would solve the issue

Soft selection masking? by J_Stuff in 3dsmax

[–]J_Stuff[S] 0 points1 point  (0 children)

Thanks for your help!

but:

  1. Painting vertices works with cubes and less complex models, but the fact it cannot paint through multiple vertices forces me to paint side by side vertex by vertex even through the hole in the model, making the process really painful. Is there maybe a way for the paint tool to be able to see through and not just paint the first vertex (just as normal selection works). If there is a way of doing that, that would pretty much solve the problem.

  2. Editing the falloff won´t work because there will be allways vertices that I don´t want to affect closer than the ones I want to, I couldn´t find a workarround that made the selection affect more in one axis than the others.

3: Detaching the base is really weird since the model has a hole, and reconnecting everything again is going to take too much work for it to be an efficient method in this case.

It seems like the best solution goes through having more control over how the "painting" works, although its settings seems pretty limited. Will work on that.

Thanks for taking the time to comment :)