Hello, folks. Doing a bunch of calculations on UV faces and script is pretty slow. What I've noticed is that it works reliably faster if I switch modifier stack from unwrap to one modifier below (epoly in my case). Tried to switch modifiers in script, but it gets confused if there are several unwraps in a row, so I would…
Thanks Eric! And yeah, I would like to get some little idle anims playing eventually. To that end, I think my MVP as it stands is: * A rigged dragon mesh * A UI with options for body materials and different body parts that can be changed * 3+ markings that a user can switch between and/or stack * 3+ horn choices that a…
http://thq.com/us/game/show/6509/Stacking sadly there will be no Pc release I guess but hey I really like the look of the Game. Whats your opinions about that Game?
Is there a program or tool to quickly merge baked renders. Something similar to the 'Load into Stack' function from Photoshop. So for example when I render multiple NM (Parts of a larger NM) with an alpha channel and want to combine these maps I have to first convert them from TGA to PNG (because Photoshop does not use the…
https://www.youtube.com/watch?v=WE3_pqw-KNU&t=2s Hi everyone, I’ve been working on Hairflow, a specialized 2D tool designed to bridge the gap between sculpting high-fidelity hair and the tedious process of creating hair card textures for real-time engines. The philosophy is simple: Groom in 2D on a flat canvas, and bake…
On the pieces where I can see polycounts I think they are actually fine and it looks like you have a good handle on distribution. (This is for the totem and the hub creature) We're getting to the point where polycount doesn't matter too much for modern gen stuff, but if you can make something look good with less it will…