*bump* Here's an example of what I mean - mental ray has nice contrast, but i can't for the life of me get the same out of turtle - am i doing something wrong?! thanks!
I want to make a transition between the object to create this kind of example .... I could use the UE4 vertex painting but this will only influence the materials and not the meshes right, I apreciate new ideas and toughts.
I find that this happens sometimes if there is a face that has no space on the UV map. For example, a triangle that has been mapped as a straight vertical line, or a single pixel, or something like that. It affects the faces around it as well.
For example I would like the ship to havevsome black outlines for decoration to give a sorta of shuttle look at bottom but also use to give a sleeker appearance , would this need to be cut elenent ad well?
There's an example on the Unity wiki: http://wiki.unity3d.com/index.php?title=Animating_Tiled_texture I use the same technique for looping animations of pre-rendered particle effects that I place on a single quad. It's useful in particular situations.
Double Edit : We are getting alot of applications in our carrer inbox so to keep it more organized it would be nice if you noted "Polycount" on the applications. Example; "Application: position you're applying (Polycount)"
if they pull it off and it was all true in game im excited, ive seen too many games say " real in game footage" and game ends up nothing like it ALIENS : CM big example
Try searching for some anatomical terms on Google and as you start scrolling down you'll find some really nasty stuff! (as an example, try "anterior superior iliac spine" or "tensor fascia latae")
almighty_gir, do you have an example of her insanity ? (w/spoiler tags) In the show, she seems pretty bland to me . I hardly care about her character & whether she makes it or not.
nice work! +1 to increasing the lightmap res, especially of the carpet. the mesh receiving the shadows is always the one need to be examined. the shadows of the chair for example are really pixelated, and they are on the carpet.. so check that mesh settings :]