安装 Steam
登录
|
语言
繁體中文(繁体中文)
日本語(日语)
한국어(韩语)
ไทย(泰语)
български(保加利亚语)
Čeština(捷克语)
Dansk(丹麦语)
Deutsch(德语)
English(英语)
Español-España(西班牙语 - 西班牙)
Español - Latinoamérica(西班牙语 - 拉丁美洲)
Ελληνικά(希腊语)
Français(法语)
Italiano(意大利语)
Bahasa Indonesia(印度尼西亚语)
Magyar(匈牙利语)
Nederlands(荷兰语)
Norsk(挪威语)
Polski(波兰语)
Português(葡萄牙语 - 葡萄牙)
Português-Brasil(葡萄牙语 - 巴西)
Română(罗马尼亚语)
Русский(俄语)
Suomi(芬兰语)
Svenska(瑞典语)
Türkçe(土耳其语)
Tiếng Việt(越南语)
Українська(乌克兰语)
报告翻译问题
i should probably say that the model itself has flat half curved eyes (curving slightly out from the head)
and the way i got the eye cords was from adding a sphere to "act" as a real eye
Also, what eye shader are you using?
and what do you mean by bumpier?
Try adding $ParallaxStrength 0 to the materials.
and me being an idiot made the eyes flex with the face
but i guess i could just separate the eyes and experiment with them until i find the right values
also in relation to the eyes where should the eye attachment be?
between the eyes inside the head or between the eyes and away form the head?
Source "projects" the UV map of eyes in run-time, ignoring how the UV co-ordinates of the model itself look like.