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Well yeah, you just solved your problem right there: "duplicate it with x=-1"
This is not the correct way to mirror things in 3d packages (i.e....
To make the staircase glass you will need to do three things:
Modeling is easy, just do some poly...
It shouldn't be a problem, lens flares aren't that expensive. Since you are using so many, just remember to use the smallest texture resolution...
create all the modular pieces you need, in 3dsMax
assemble the level based on those pieces in Unity
To my knowledge there is no performance hit; the only downside is that you have to manage more files (a lot more) and there is a bug I found with...
ahahaah that's a funny looking character
the pipeline is simple:
- animate your character
- select the entire character
- set your FBX...
I use the wired XBox 360 controller, works just fine.
Just select your rig with the mesh in Maya, go to Export Selected>FBX
all the animations along with your mesh and rig get exported into an FBX...
You've never made a game before; and you want your first game to be an RPG? Really?
Bring your scope down and do something realistic.
Have you tried reinstalling
Do you mean trigger, as in an XBox controller?
Why are you trying to make a game pipeline based on Sculptris? It's not going to work.
You need a general DCC app if you're serious about game...
Why dont you try getting started with the default third person character controller that comes with Unity's standard package?
It will probably be...
Yes, of course point lights support shadows. Switch to deferred rendering and make sure to have Unity Pro- you get no dynamic shadows unless you...
turn on shadows
It'd be easier for you to simply make the mesh double sided in your 3D app- takes literally about 5 seconds.
Try dropping a resetxform modifier on it, should fix it.
Yeah, paint the seems out in Photoshop or use ZBrush to paint them out. There's probably about 101 way to go about doing something like this.
In game production, you have to manually create efficient lightmap UV's, using an automated procedural solution will leave seams and result in...
Add collision to your scene to keep the player from falling through the ground.