Yeah I am, I was asking about making some wires and cables sway as well or applying ragdoll to them but it's a bit much just for a game mount. But the animation should be a lot of fun.
you could also keyframe the transparency to be high and low and then you just have to change the current time to swap between the settings you want - probably easier than reapplying materials etc.
sum wun let dat slag breeve for unuvver year? fukin' libertie! Der betta be an Almighty Girate reesun for dis.... Im not sure if I'm doing east-end or ork anymore....
Hey Paul, is there a reason why you pixelate some of the outside edges of your textures (outside edges of your UV shells). Are they acting as base colour swabs? Really great work man!
no worries I got it working with editable poly objects so it works with any model. that way I can also just swap UVs with the imported roadkill one all in one modifier.
I woke up for a moment,thought the neighbhors upstairs were shagging and then went back to sleep. Totally missed it. Sorry to derail but i was wondering about the earthquake that occured this morning in Denmark and Sweden
Thanks for the feedback @Fabi_G ! My current idea is to have the main house as a more 'high res' detailed asset, with some high poly details that are added on top of the tiling textures and vertex painting I'm currently using. Since it's only this house like that I thought I would do it like that to be most efficient in…
Looks great, the statue is top notch as is the rest of the assets. Solid modeling and very nicely painted textures, good Zbrushing also! I agree with MoP that there is too much shadow/lighting info painted into the color maps, its a hard habit to break I know, especially if a weak point of your is lighting. Sometimes it's…
No, it's just like having 2 monitors of differing resolutions. Accept that moving back and forth may be a little clunky sometimes (snagging on the border between the monitors since it won't be full height on the larger monitor) and move on. It's really not a big deal...