I added the ability to inset the capped polygons in 1.01. [ame=" https://www.youtube.com/watch?v=fRjIPilEj7s"]Quad Cap Pro 1.01 - Inset (NEW) - YouTube[/ame]
Your Occlusion falloff is the problem there. I usually used somewhere in between 100 and 200. I would play with it. 20 - 50 - 100. It depends on how much you want.
Alternatively, use the Deformation panel to resize your model up by 100 a few times, dynamesh, and resize back down by -100 the same amount if you want extra detail.
Here follows a list of UK Developers, mostly console and mobile games but theres a few interactive tv and slot machine companies as well. I've left out audio companies and places that produce tools etc as Im trying to list places for Polycounters to get work. So I'd like your help in filling in the gaps. If you know of any…
I am trying to make my first big set and am trying to figure out how to break the chunks up into modular pieces and how to texture them. I want to use a tiling texture as the base and add details with substance painter, but there's too much surface area for the shells to all fit into the 0-1 space and tile. Is it okay…