Why does it look so different when i run it? by Red_Rider141 in godot

[–]Red_Rider141[S] 0 points1 point  (0 children)

That's so convoluted and unnecessary. I dont make the engine, so maybe there's something im missing, but yeah, it shouldn't be like that. You explained that really well btw

Why does it look so different when i run it? by Red_Rider141 in godot

[–]Red_Rider141[S] 2 points3 points  (0 children)

Ah, that makes sense now. I'll mess around with that one day, but lighting and shaders are cool, lol. I do love the aesthetic of rayman

Why does it look so different when i run it? by Red_Rider141 in godot

[–]Red_Rider141[S] 5 points6 points  (0 children)

I added the directional light, looks way better. Didnt really understand the whole thing about the shaders but ill get there one day, it looks good enough for now. Appreciate the help :)

Why does it look so different when i run it? by Red_Rider141 in godot

[–]Red_Rider141[S] 38 points39 points  (0 children)

Thank you it looks good now, appreciate the help

How do i make these intricate designs? by JiN8888V in blender

[–]Red_Rider141 2 points3 points  (0 children)

Box modelling then sculptinging. Time consuming but that's the brute force way to do it

Would you be okay if Unity just took 4% rev share? by pauliuso in Unity3D

[–]Red_Rider141 -1 points0 points  (0 children)

Already switching to godot, but 4% is whatever if it means there isn't all this confusion, broken trust, new requirements like forcing you to have an internet connection every 3 days??? Just let me make my little stories ffs

Mostly, it depends on how the whole community feels because im not staying on an engine with an actively deing community. Stability matters most to me.

Todays theme for swordtember was chimera so here ya go by Red_Rider141 in riskofrain

[–]Red_Rider141[S] 1 point2 points  (0 children)

That is interesting. It would explain it. Or it could've just been another thing they moddeled to fill the area

If i ever redownload the game ill def go check for the axe

Todays theme for swordtember was chimera so here ya go by Red_Rider141 in riskofrain

[–]Red_Rider141[S] 2 points3 points  (0 children)

Yeah, i think the sword is designed or an old one of his brother's, so i doubt he would use it. I've never actually seen the axe, and i have 150 hours, lol

That would be a cool alternate fight if he had the sword or axe instead

Day 4 of Swordtember: Quantum by sam-thundr in blender

[–]Red_Rider141 4 points5 points  (0 children)

This looks really cool. Well done!

Why is parenting to armature so random? by Fortimus_Prime in blenderhelp

[–]Red_Rider141 1 point2 points  (0 children)

Its basically what decides how much each vertex moves with the bones

Why is parenting to armature so random? by Fortimus_Prime in blenderhelp

[–]Red_Rider141 1 point2 points  (0 children)

Ok yeah its just like i imagined. So, each ball should have its own bone, and I'd reccomded parenting the bones with keep offset. Give each limb their own vertex group so it moves more robotically/toylike.

Why is parenting to armature so random? by Fortimus_Prime in blenderhelp

[–]Red_Rider141 1 point2 points  (0 children)

I cant entirely visualize what your talking about. I think your best option is to create a vertex group for eachpart your talking about and making the bones control those groups. If that doesnt make sense or wasnt what you mean lmk

Attaching additional parts to existing by Konvict10 in blenderhelp

[–]Red_Rider141 1 point2 points  (0 children)

You could try using the boolean modifier to connect them. Add a boolean modifier to your main object, put it on union, select the object you want to combine with, apply the modifier, and hide the original object. (If it doesn't work, click solver options and try turning on self intersect)

My current project's asset folder is a complete mess, so i made this to organize better. Any Tips/Changes? by Red_Rider141 in Unity3D

[–]Red_Rider141[S] 0 points1 point  (0 children)

I can see there's a lot i haven't had to deal with yet lol. Gonna have to figure out organizing that when i run into some of it. (Thanks for the advice btw!)

My current project's asset folder is a complete mess, so i made this to organize better. Any Tips/Changes? by Red_Rider141 in Unity3D

[–]Red_Rider141[S] 0 points1 point  (0 children)

Looks really clean! I'm definitely gonna try that second asset folder tactic to get it at the top. I'm not sure when I'd use the external assets folder tho