Rick, thanks man :) mostly that's polish work I'm not even close to but I'm noting all those down for when the time comes! Razorb: yeah totally agree. The walls do differ a bit with each area with the intention of creating different looks, but within one visual theme to keep 'ship types' bunched together. One thing which…
Hmm at this point I'm not too sure what the bottleneck is. I'd like to say it's the draw calls or the number of textures, but the truth is I really don't know. Have you made your environment with 1 one object = 1 texture? If so you might want to look at texture atlas techniques which aim to reuse one texture/material on…
Hello, I posted this in the tech talk forum but haven't received a reply so I figured I would move it over here to try again. I am working on the pipe organ and I baked out an AO using xnormal. I am having an issue where I'm losing my smoothing groups from 3ds max when I export it as an obj using guruware obj exporter…
[ QUOTE ] It's got a nice inner city "lived in" look to it. [/ QUOTE ] There is no 'lived-in' look to it - it looks like it was just built. You've got a disparity in your polycount and texture resolution - the polycount is about the same as one of the PSP titles, but the texture sizes are bigger than most PS2 titles. For…
Well tried the boolean method but for the life of me I couldn't get it to work. So then I tried to do a displace map, but the polycount required to get the result I wanted was to much to bare. So I ended up taking a more direct approach and thought I would share my method for others. If someone sees a way I could simplify…
My wife got Mario 3D world for christmas and it's the most fun I've had in a long time. Over the last 5-6 years I've struggled to find games that pull me in like that and have me wanting to complete and collect things. It's been great going back and playing wind waker again too. That's a big turn off for me too. Hopefully…
the closest menu to "Bevel Object" in 2.8 is simply titled "Object" under the *bevel sub menu* in the *object menu*. Also when I try to use this option a completely blank box (menu) pops up with no description for its function or any way to interact with it. #thatisannoying
You add an Armature modifier to your mesh object and there set the link to your armature object. The mesh object then needs vertex groups with the same name as deformation bones (check the checkbox!) of the armature Rigify does create DEF_... bones. These are the ones you want to use
Have these objects been imported into the scene? My usual fall back plan in cases like this is to reset x-form and/or create a box (align to your object) > convert box to edit mesh > attach to "problem" mesh > delete box element in sub-object mode.
Hide the room when you bake. I'm pretty sure that the room is blocking out light. You don't really want other objects to be part of an AO bake...AO is supposed to be shadow that the object casts on itself, and having other objects nearby can influence that.