Seem like cool people with a fun little game, wish them the best but i also hope they find a way to make construction a bit less tedius, early alpha though! @Geezus Wha? Minecraft a rip off and a fluke? I dunno man, minecraft was a pretty special game. I got a bit bored of it after a few hours but those first few moments…
It's roughly half the running-time of the ds, it's the only thing that got worse, but somehow expected with the new hardware and screens. Additional extended hardware largely go completely unsupported, just look at the dsi (which had a faster cpu and more memory) and then look at how few dsi games were actually released.…
Haha sure yeah :D so go ahead and tell me where I can get a my copy of District9 in full quality other than getting the BRD ? It might not be an awesome, ultimate tech-dream solution of the future, but that's the only one I have access to, therefore I am not going to NOT enjoy my favorite movies in their best possible…
Thank you Kikette for your feedback. Yes it's true that the straighten shell -feature isn't fool-proof. It's algorithm is based on the polyStraightenUVBorder -command which itself is a bit flawed. The flatten edges -feature in UV Deluxe works in other ways (by rotating each individual edge). It's the same approach as UV…
awesome! Thanks for trying it out! My OBJ import algorithm is quite ridiculously complicated (due to the iPad hardware's lack of support for things like quads). I should add a split quads to triangles feature though that is applied on load (if the ipad isn't too slow to pull it off). What I typically do is use meshlab (for…
In my mind, pelt mapping is overkill. What's really cool are the inclusion of mapping gizmos in the UnwrapUVW modifier and the new Relax algorithms. You can now completely unwrap a model using only one Unwrap modifier, instead of having to continually select a group of faces, add a UVWMapping modifier, add an Unwrap…
As the polycount gets higher there is less need for painted detail in the textures and more need for "detail" detail which I think procedural textures exel in, thus SupRore is right: Up until now (or the near future) procedural textures always had a too computerized look because they didn't have enough "painted" detail.…
We are looking for a 3D Artist for the following task in Unity. The candidates should live in or near Seattle. Requirements: - Must have experience with 3ds Max, Maya or Blender - Must be familiar with a physically based workflow, preferably the Algorithmic Suite. - Must be familiar with Unity 3d (having some knowledge of…
Hey everyone, I've spent the last few good hours researching lightmaps for UE4. I have found some useful info such as: 1) UE4's compression algorithm for lightmaps is using a 2 pixel border for interpolation so you need padding... 2) Your islands should be (as much as possible) be perfectly aligned on the grid. 3) For…
This is a template script for Blender, it creates a new image and plots its pixels using Python. This is useful if you need to create any kind of data-texture to use with a real-time shader, among other uses. You're dealing with raw pixels so you can code exactly how those pixels should be generated: you can use…