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GabrielW

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GabrielW last won the day on April 26 2018

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About GabrielW

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    Hiphopopotomus
  • Birthday 08/22/1984

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    http://www.procore3d.com
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    gabriel_williams

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    Athens, OH

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  1. GabrielW

    Really Frustrating Bug

    Hi Zen! Sorry for the frustration, we could probably show a "warning" for this in the future. What's happening is, you've pushed two verts (top and bottom) into the exact same position, which creates an impossible surface, and can't be rendered properly. If that doesn't make sense- when you pull those top verts down, and they land exactly on the bottom verts, they bottom ones aren't automatically deleted. Why aren't they auto-deleted? Well, we've generally tried to not "guess" what the user wants, and do hidden, automatic stuff. So, you'll need to merge those overlaid vertices- try using "Collapse" or "Weld" (make sure "Select Hidden" is on when drag-selecting, to get both vertices). Hope that helps!
  2. GabrielW

    Conform object to face normal

    Yep, sorry for the required work-around. Although, I think there are some Asset Store tools built entirely to help with placing single objects onto surfaces? I'd give that a look!
  3. GabrielW

    Conform object to face normal

    Hi! Great to know the tools are helping Polybrush is still experimental, so use it with caution, ha. However, ProGrids should quickly become your #1 tool to install in every project! About Polyshape: that "local grid" is only active when editing the Polyshape points. If you start editing it using vertices, edges, etc, it will snap to ProGrids "world" grid- give a test or two and that'll make sense. Just something to be aware of...and something we hope to improve, also, by way of "real" local grids For placing a prefab onto a surface and using the surface normal for rotation- sorry, that's not something Unity does...yet!
  4. GabrielW

    Conform object to face normal

    Hi! Sure, you can use Polyshape for this: When you click to place the first Polyshape point, it adopts the surface normal. If you are using ProGrids (recommended), that point also becomes the "origin" point of a local grid for the Polyshape object, so you can keep your new shape built on a nice clean grid
  5. GabrielW

    mr_dude

    Okay! There's also the "Collapse to First" option on that tool, worth looking at!
  6. GabrielW

    mr_dude

    Hi! I'm not quite sure what you mean, let me make sure I understand: "V" is a Unity key that allows you to drag an object from a corner (vert) to another object's corner, on all 3 axis at once (you don't get a choice). ProBuilder enhances this slightly: when you are in Vertex mode, you can hold "V" and drag on a specific axis, and only that axis will be used- this becomes "aligning" (ie, align to the hovered item on the X axis, etc). Are you expecting something else, or is this not working for you? Welcome to the forums!
  7. GabrielW

    Probuilderize makes the asset black

    Hi! Can you PM the model? Thanks! -gw
  8. GabrielW

    Here's Houston!

    Hi Katronix! That's great, glad we are helping!
  9. Hi - can you explain what the problem is? I see an object, and it is intact- no issues that I see. Are you expecting something else? Sorry, I'm not sure how to help!
  10. GabrielW

    Need Help Urgently!

    Hi! If this is a very large object, you probably shouldn't merge it down to a single object. Instead, break it into sections. Otherwise, the game will have to render the entire station, even if the player can only see a small section.
  11. Depending how you count those verts- that's probably a "shared vert" count, but if there's a UV or normal seam, etc, that count could double. Is there a reason they are using so many polys? The shape is very simple, it would look just fine with a few hundred polys, I think.
  12. GabrielW

    Single-Face smooth Beveling

    EDIT: you beat me to it, yep! I tried reproducing that look with the existing Smoothing Groups, and couldn't do it- whatever you did there, it looks very nice! You are retaining the flat look on the face, but also smoothing across the bordering edges to it...are you adding geometry/shader? If this is just manipulating normals, I want in!
  13. Hi, do you mean you are trying to Merge objects? Those look very high-poly - you might be breaking past the Unity poly limit. Can you check the vert count on each?
  14. Ah, thanks for the video! Got it now: 1. Create 2 pb cubes, slightly offset 2. Rotate one cube 3. Set PB handle coords to "Global" 4. Select a vert on the rotated cube 5. Hold V and click-drag on one axis, hover over a vert on other cube - it aligns on that axis only, in Global coords 6. Set PB handle coords to "Local" 7. Hold V and click-drag on one axis, hover over a vert on other cube - Expected behavior: vert aligns to hovered vert on selected axis only, using Local coords (see Max/Maya for example) Actual Result: vert snaps on all axis to the hovered vert Technically, the "V" stuff is Unity- Karl has modified it to work per-axis when editing PB elements. So this might be tricky to fix from PB's end? Good news though: full snapping, alignment, and coordinate space stuff is one of our major goals, now that we're part of Unity
  15. GabrielW

    backface cull and cross selection

    No worries! Happy to help on at least one item
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