Are the asteroids randomly generated? If so, it should be really simple to have it randomly select a detail texture and vertex color to have a lot of variety quickly.
So as i was modeling the grip to an assault rifle i noticed that when i had the one half of it done that it was giving me these random edges in places that are in a completely random place, i mirrored it over thinking that may have been something to do with it, but that was not the case, as you can see it's completely fine…
Well i tried to have a really random look, but the tile random lack too much control, and i don't find any way to create randomness without L shape, so I just used an opus pattern node i found a long time ago .
Alo, wasn't active here, but here's the progress so far. Updated storyboard- Shot4- Working mostly on shot 4 now. Figuring out workflows in Nanite and Blender. test surface mask test blend mask shader tests Lastest screengrab Gif progress so far- Youtube -https://youtu.be/-mlVTfCAZfg Geometry nodes- Started getting into…
Im digg'n the lighting Toast. Very awesome right there. Zerafian you fkr :P Quit making so much random awesome stuff >. < ( I really need to pump out more stuff / random stuff) Edit: I really need to UPLOAD more stuff / random stuff ~. ~ Look'n good so far. Any new progress on that cartoony env?
Apparently ssd do not need defrag, in fact it does more harm than good as the writing is pretty random (trim tech I think ?) so moving random place data to other random place are just a loss of time and wears the drive. At least that's what I read. And yeah, snader's theme look pretty slick, I would love to use it too :)
You're working at too high a subdivision level too early. Even with a face that wrinkled, there are still basic flowing forms underneath that you need to get right. Right now it's just random lumps on top of random lumps, and the reason why it appears random is that it's hard to accurately place those lumps without the…
If you run this code, its like 100x faster than using EditPoly Modifier ( local theMesh = selection[1] if selection.count == 1 then ( if classof theMesh == Editable_Poly then ( for vert in (theMesh.mesh.verts as bitarray) do ( polyop.setVert theMesh vert [((polyop.getVert theMesh vert).x) + (random -100…
well, not everything in d3 is random generated many keyareas are alsways the same my guess is they have some unique decals to blend this special areas with the random generated areas, and for the random generated areas they use tileable stuff, which gets used over and over again to break it up would be nice if someone who…
Lincolnhughes, It is glowing white and then other times it glows a random color and other times i have just random splotches of lit areas (random colors) with hard lines where the light will just stop. It seems to change every time i build it. I took out one light from my scene and now its back to normal, as if that light…