After three long months everything in Series one is complete. please go upvote them on the steam workshop here http://steamcommunity.com/sharedfiles/filedetails/?id=151100266 http://steamcommunity.com/sharedfiles/filedetails/?id=151101804 http://steamcommunity.com/sharedfiles/filedetails/?id=151101240
I'll check it out :) I still have a problem with "spikes" : Here are files : High : https://drive.google.com/open?id=0B3qrqUNdYbREQ2FRYWtFQzduV0E Low : https://drive.google.com/open?id=0B3qrqUNdYbRENDZnY2dXRTRBLTg Cage : https://drive.google.com/open?id=0B3qrqUNdYbRETkhVR0h1LW5hVXM Do you know why ? Thanks :)
Hi! Im pretty new in 3D modeling stuff. Have done some items for Dota 2 Workshop and i will keep going :) Here is what ive done. Any feedback is welcome ! http://steamcommunity.com/sharedfiles/filedetails/?id=231395367 http://steamcommunity.com/sharedfiles/filedetails/?id=228453752…
Okay, found it. You're looking for this: http://boards.polycount.net/showthread.php?p=756818#post756818 The redirect wasn't finding it because I was assuming that the "Number" in the old URLs was always only a thread ID, not a post ID, which yours was. I'll make it also check post IDs, I guess.
I often assign Mat IDs to different areas, so I can render out a map with all the polygons in their own unique color. For example, marking all metal with ID 1, all plastic ID 2 etc, makes it easier when you have that as guide.
Three items represent the show. Jade Claws (collab with Sebastian) http://steamcommunity.com/sharedfiles/filedetails/?id=376588160 Verge of Blossom (collab with Sebastian) http://steamcommunity.com/sharedfiles/filedetails/?id=374440930 Labrys of the fly cloud (collab with Moffee)…
you need to offset the uvs of anything that shares the same uv space like Eric mentioned or assign a different material id to anything that isn't mirrored then bake by material id. you would have to assign a different material id to everything that is mirrored as well. Offsetting might be faster though.
https://support.allegorithmic.com/documentation/display/SPDOC/ID This should explain why your color id isnt getting baked. You need to change the color source. In this case, it sounds like youre using vertex colors. IF so you've got to change your source to that, under the ID tab.