You could have a texture that always matches to the next pipe (say on map channel 0) then have a blended texture for the between area on map channel 1 where you could vary the tiling.
TLDR: Please help our opensource project load .unr maps from Unreal 1 and UT 1 . https://sourceforge.net/p/chaosesqueanthology/tickets/2/ There is allready C++ code (https://sourceforge.net/p/chaosesqueanthology/tickets/2/attachment/UShock_source.tar.bz2) that does it, but our engine is in C: and we only need to load in…
Looking for a 3D sculptor who can make a 3D printable female bust in real-life sizes 1:1. References will be provided from every angle. Budget: 100$ Send me your portfolio here: hello@r3dcreative.com
Hello Please email us at support@marmoset.co with your scene bundle and mention in this topic: **Scene Bundle Export:** **1) **File > Export > Scene Bundle. (Save this to a newly created folder). **2) **The zip should contain: .tbscene file along with the /assets/ folder. **3) **Zip up the newly created folder and send it…
2 Hour Sketch 1 Hour Wrinkle Study 2 Hour Troll Head with Wrinkle sketch 1 hour Female Torso 1 Hour Male Torso I will be trying to post daily 1 hour sketches starting today - anatomy is always best when you do it every day :)
1: Where are you from? 2: Bowie, Arizona. 1: Why'd you leave? 2: I got drafted in 'Nam. 1: And you just stayed? 2: It's complicated. 1: You have family back home? 2: Father, maybe. I don't know. 1: Aren't you curious to see how things might've changed back home? 2: Gotta have a reason for that.
I can't help agreeing ;) Also there's one positive side of 1:1 - the system resources. 2:2 needs 4 times more RAM than 1:1 and in some cases it's critical.
@Alex_Jw Hey! Thanks for taking the time to answer. We're just going for a semi-realistic vibe, not archviz quality. This asset pack is pretty close to what we're aiming for https://assetstore.unity.com/packages/3d/props/grocery-store-furniture-pack-vol-1-238689 Any advice for a workflow that could achieve these results in…
You can get/set position only for verts, so you have to check the subobject level and convert edges/faces to verts and then get/set the position. To avoid if-loops try with "case of" statement: ( case subobjectlevel of ( 1: (vertPos = for v in (polyop.getVertSelection selection[1]) collect (polyop.getVert selection[1] v))…