damn. first gut reaction is a video screen so I can have a floating computer face and be like holly or that bad guy from robocop 2 edit: actually I didn't like robocop 2 that much, can I replace my face with ED209?
thanks for the feed back - and converstation. quick question - is overlapping uvs ok w/ normal maps? i've heard its a big no no. as for floating geometry, i have yet to hear that phrase get muttered in school and yes its been a lot of "water tight" labor and headaches.
dunno. I think it makes the boobs look like round balls which isn't too hot in my opinion. but hey, whatever floats your boat. but if you're going with that design I think it'd be neat if it had some more impact on the rest of the body. maybe?
[ QUOTE ] http://www.scifilm.org/images3/cyborg3.jpg the eight pack. [/ QUOTE ] Nope it's still a six pack, the muscle at the top is not part of the abs, it muscle that overlaps the floating rib. Reference to drive the point home. Notice how the top row of muscles follows the outline of the rib cage.
We've only been at Adobe for a year! :D I assume we're talking about Substance Painter? Substance Designer lets you choose between float and 0-255 for picking colors. That being said, revamping the color palette in both tools is on the roadmap!
Ok! It's been a while but I'm back, and I'm in it for the win. There's a lot of cool art floating about so I need to up my game! Here's the latest iteration of my Vel'koz submission and the most recent version of the cassiopeia illustration. There's still a ton to work on!
Here is the reference image that I am mainly working from. Also I plan on baking down the floating geometry in the stock to the low rez. Should I still model it in into the high poly? Im trying to follow Racer445's Ak47 tutorial workflow.
well done cool stuff tho i agree about the lonelyness of it. i was also kinda expecting to have some rings hidden on the spiral staircase of that big ass tower you have, or some under the floating castle, well done tho -Woog
I was going to suggest to round the number as well. This function might be faster, because it's not casting between int and floats. But it'll be interesting to know if you test it. fn round_to val n = ( local mult = 10.0 ^ n (floor ((val * mult) + 0.5)) / mult
)
There are consequences of going off the grid. If you travel to far out of the 0-1 space you will run in to floating point precision problems and your UV's will start to distort in a game engine. It takes a fairly extreme amount of off-gridness to do this, but it is worth mentioning.