http://kotaku.com/rocket-league-is-actually-a-sequel-to-a-game-almost-no-1722072816 Can we please please please get those older maps!? They look so fun!
@astraldata I think it's either/or for triplanar vs world space coords. With your example, all the different cubes would need to be more or less have identically laid out UVs. Without any special shaders, they would only blend if they were placed on key gridlines. not any different than if they were simple planes laid next…
a good model starts with a good concept, and even the best of modelers can't make a bad design look good. sorry to say but that concept looks pretty silly. gun designs should be attractive from the first person view and the one you chose probably looks like a big box instead. if you've never done any sort of highly…
@Faf great to see some work again fanny! I really like the horns, looks really organic. The eyebrows are a fun idea too. It's gotta be said the colors on the original are really cool, the green parts especially, with the more desat and blue shade. btw can you take a look at my texture work I've been doing lately, and maybe…
My maya script is available on gumroad. You can find more info in this thread: http://polycount.com/discussion/172741/dcboolmanager-free-maya-script-for-boolean-modeling#latest
is this perhaps the same issue i ran into once? - http://polycount.com/discussion/172035/how-to-merge-uasset-files-into-projects i managed by creating my folder-structure behind unreal's back and reading the paths out of the binaries with a text-editor. as i recall the materials then magically found the textures.
Someone I know had this exact problem. Here's a copy of UVtools_24i.bmp: http://dl.dropbox.com/u/1725586/crits/UVtools_24i.bmp The issue stems from the new, edited versions of the uv tools. The new ones come with a TGA but it still uses the BMP. I really love this max ui replacement but it's very old and doesn't have any…
Development on both Beast and Turtle continue, as they're basically sister products and share a lot of underlying code (liquidlight, it used to be called). What you want to do OP is make sure all the input meshes are selected (all the hp bits, including floaters), and select the LP as the output. The important part is the…
yeah, its pretty funny =P but Its not like yuor not getting ANY responses. I think your somewhere around the "pretty good", so dont worry about it too much =P link to my Ninja thread if your interested: http://polycount.com/discussion/172679/stylized-ninja-character