Can i allow polygons to "end up" inside the character? Like when i make hair i want the hair to be close to the head.. which makes some parts go inside the head..i heard that it's bad.. ( idk if it only apply to 3d printing ). This drive me nuts.. since i try to avoid it at all costs and it limits me greatly
http://img223.imageshack.us/img223/4944/entrywip9wr.jpg im so lazy that i decided against making thumbnails. aaaanyway, i have a triangle limit of 5500, and im edging on 2700 right now, so i feel i am doing pretty well. im just wondering if anyone has any gripes with the current design? i'll be putting it into hl2 by the…
Some of you may have seen this on RPS today: http://www.shatteredhorizon.com/ [ame] http://www.youtube.com/watch?v=3cCeCwcF8eo[/ame] eurogamer preview: http://www.eurogamer.net/articles/shattered-horizon-hands-on Zero g moonman Newtonian physics based shooting oh man this is the greatest thing ever. color me excited.
Going to have to respectfully disagree with this one, not the stuff about no AI, that is totally fine, but about having no limitations. I don't think you can accurately judge a 1 billion triangle super detailed sculpt piece against a low poly hand painted piece, it's a problem I feel that has popped up with other…
Sup. 1). How many (in general) you use textures for your game environment and what type of texture it is ( atlas, tiling, trim )?2). Is it normal to make your tiling texture into one image or better combine it into atlas of tiling textures ( is it possible )?3). For what you use tiling textures, trim sheets, atlasses?4).…
Ok,this is one of those situations that i'm obviously missing something because these things are being used everywhere,but i can change a material without using them,just using the material float param track and specifying the Material and the Parameter's name,so what am i missing here?...is there more to these actors than…
Hey guys, as we all know procedural modeling toolkit are around the community and it's getting super popular as it speed up the workflow to get complex shapes and form in a very short time. But most of them are hard coded boolean without "clean-up", as in.. they aren't really suitable for film production. Correct me if I'm…
I've noticed that the boolean modifier has been changed since 2016. Is it correct that in order to ie. carve out a cylinder from a box in 2017, we have to select the box now first and then add the cylinder after and select subtract? I realize that i can drag the order around, but it just seem weird compared to 2016.