EQ apply Edit Normals to see which way the normals are facing, on a simple box, they are 90 degrees. If you push a box cage, they are still 90. So how does it get off? I think we both understand the rays are being cast skewed, but not really why. Or maybe you do and I'm just not getting what you're saying? The problem he's…
the bullets would still have to travel to the barrel and end up facing the right way...Being caseless doesn't make it magical, the rounds are packed in a block of powder that isn't that much smaller than a normal bullet + casing. The G11 works similarly to the P90 in that the rounds are rotated 90 degrees while being…
Lots of ways to do this. Simplest approach: UV them while they are placed together, with a top planar projection, and use a tiled grass texture for the top faces. Edit the top vertex normals of all the pieces to face the same direction, so there are no shading seams when they’re placed together. UV the sides with a tiled…
It's not really the best concept to work with since the armor seems to cover up many of the model's details, but you have to work with what you get some times... Carrying on with Dimfist's comments, the face looks very masculine; what little of face we can see in the concept is feminine. Aside from the already noted…
I think there is also some kind of splines involved, like on the girl's eyes - a spline or a polygon edge rendered as a colored 1pixel line no matter what. And maybe some sort of clever light faking? Like how the models seem at 100% self illumination, but still have darker faces. Maybe A simple test ala normal facing up or…
http://www.indiegogo.com/projects/modular-race-track-kit/x/2305754 The Modular Race Track Kit designed by and for game developers. It's designed from the ground up with mobile optimization in mind, so it can be used within mobile phone projects, tablet projects and or PC/Mac. The kit itself is completed, so there is no…
as with all things max and mapping it is very possible for geometry vert index <≠> mapping vert index to get the correct vert and it's associated mapping vert you go by face and corner so in psuedo code... geo_face[1].vert[2] <=> map_face[1].vert[2] and in mxs fn setmapverts poly chan verts val =
( if not…
Well done so far. I haven't read what others posted so forgive me if I repeat. The last image in the thread, the back of the sculpt is ballooned out, there is no rib cage. It's the stuff you don't see in the ref pic so I reckon you don't know. Anatomy will solve these mistakes so get to know it. Your back bulges to the top…
I've finally got around to capturing some gameplay images and video. I've neglected updates far too long, but I have been working on the game quite a bit lately. And lastly some low res gameplay video. Please forgive the framerate issues, they are a result of the screen capture software. [ame="…
The models great but her face really does scare me, to the point of I can't not NOT look at it... :| Its eyes man, its damn eyes!!! I think a huge part is that the kin doesnt really look like skin at the moment, its more metallic, and the tones around the face dont really seem correct (As well as a lack of faked SSS). The…