Maybe it's easier to make this inset first and "repair" this later... also depending on the tool.. here in blender: I start with the partly chamfered cuboid (like asked in the other thread).. So because the top and bottom are n-gons a loop/ring select (i always mix the names for the directions up :sweat_smile: ) a…
Hey PC, long time. I'm looking for a post or set of posts that a polycounter had put up, probably a long time ago (years). Basically, it was one person who was making an RPG-type game and most of the textures were gradient-based. There was one character who wore red and had some punching attacks, and there was another…
Like the hobbit and lord of the rings, and while one can argue that the both book series are intertwined, they share only the world and certain key elements that are important to the story in lord of the rings, there are much more important things than the ring in the hobbit. And there are much more important things going…
another method that works if the edge rings are of equal width is to ctrl + middle mouse on add edge loop to bisect the edge rings 50%, then bevel components on this new loop to pinch/slide them as needed. though with non uniform width edge ring this will give poor results because the pinch is % based.
Since my MaxScript is a bit rusty... Is there way to see if a selected edge is on a UVW Seam? Basically I want to make a quick script that does a dot ring( which I've done ), but I want it to not select that ring if one of those edges in that ring is a seam in the UVW. This would all be done in editable poly mode. I can do…
Hi all, I have a few questions around building and using modular kits for environment layout. 1. How critical is it for a modular environment to be fully closed off? Meaning, all assets snapping cleanly to the grid with no protruding geometry outside of the layout of the scene? In cinematic work, I’ve often prioritized…
From the black & white concepts, I like bottom left one with the spinning rings. I was actually gonna make my turret with a similar design, like one of those spinning solar system models, but kept only one ring. Your silhouette for the ringed inhibitor has a lot of potential! It's sleek and can easily look good from any…
In the fragment shader the normal map is un-range compressed using the formula normalMap = normalize((normalMap - 0.5) * 2.0); You can leave out the * 2.0 since this component is meant to bring the vectors into -1.0 to 1.0 range. The normalization does this already so it should be redundant.
the wood still looks more like wookie fur or something, wood grain is derived from the rings of the tree you should either have ring like forms at the end or the wood,, or long mostly straight from from the cutting of the tree http://farm4.static.flickr.com/3067/3048321636_347db66531.jpg the long verticle grains can have…