Hi Eric, again! Maybe you are wondering the commission, please refer the following url. http://design.creavorite.com/policy/seller-author-program.ovn As you see, there is classified earning rate by Seller/Author Grade. Once you join in the event we are holding now, you can earn 5~10% higher revenues as upgraded…
i've solve the problem just right now. It was the cage and the wrong edge edge padding. but i've to do it all AGAIN. jUST THANKS ANYWAY.. i'm very proud of my over 10 hours working on this problem. I can'tbelieve that. the smallest mistakes can give me so many problems.. but i'm very lucky. obscura you say right , my…
High quality graphics mang Gotta keep baiting them masses into buying sub 20fps games on 10 year old hardware. Really though i think the 60fps matters more. Dark Souls 2 for example felt like a whole new experience when running at a higher framerate. Not having to adjust to laggy inputs and extreme frame drops made things…
What about Modo's Reduction tool? Keeps form while reducing mesh resolution, preserves UVs. Probably not nearly as "magical" as Simply polygon but at the very least its a lot cheaper and doesnt rely on a cloud. $10 a month (or perpetual $299) if you go with Modo Indie on steam, Indie limitation is 100k poly export but that…
For 10+ years I've been using LightWave for just about anything. This summer I picked up Modo, and I'm liking the modeling and UV part of it a lot. As my first project to get used to the tools and ways of Modo, I made this model of a locomotive. It's an NSB El 13 from the late 50's. It came in green and red flavors. Click…
How Ready at Dawn made one of the most visually impressive titles to date while doing games for Vita previously is simply astounding. And man that weapon texture at 16:10 here are some pdfs i saved from past siggraphs, link below for anyone interested (+ some random ones tho, take it or leave it : P ) 250 MB…
im not going to lie... its sort of impossible trying to do it this way.. it would be easier painting a texture from scratch.. rotating 10 normal maps and changing the color......after i convert them into actual textures that can be rotated from patterns or whatever...too much work. Is there any beta of 1.9 i can try? lol…
Lol, thats tricky and clever, i like it :-)! Neverthless im quite worried my actors wont be able to do it, do you think its possible to do it more faster? I have hear in tutorialk via JefreyIanWilson that he was able to do it i 15 mniutes (or even 5-10 i dont remeber), you have used stativ i gues? Neverthless really good…
There's a demo of Dead Trigger 2 here, which was one of the first Unity WebGL tests - http://beta.unity3d.com/jonas/DT2/ And a small write-up on our blog of Owlchemy Labs' porting process: http://blogs.unity3d.com/2014/10/14/first-unity-game-in-webgl-owlchemy-labs-conversion-of-aaaaa-to-asm-js/ I'll try and dig out some…
you need to maintain equal pixel ration through out your prop. TO show this throw on a checker material that has been tiled 10-15 times and adjust the UVs so all the squares ARE square and the same size. Also the concept shows a lot more detail in the handle than you are showing. Try and work on one piece at a time. This…