No wall jumps, its just not what we want to go down really... You add that and the game goes from one extreme to the other, and we ARE trying to ground this in reality a bit more. OverDose is a tiny bit arcade in that we don't allow instant kill shots at the like, same way really Wolf was a "tiny bit" arcade. We won't be…
Hi! I respect that you're upfront about your use of AI. I suggest you take look around the forum to get an idea of what some positions are on AI use, for example AI Art, Good or Bad? If you really want to learn and improve: Ditch the AI part! Looking at the image, I see objective errors which make me question whether…
(UPD) I've modeled and textured some small props to add some extra life to the room / level kit. I've been having some problems with opacity maps, which I've resolved, but in turn has brought about a new problem; when I use opacity maps in the same texture as other objects, all the other objects textures become darker and…
It would help if you show what your window looks like. By "selecting the camera outline" do you mean being able to select the camera object in the viewport or outliner? If that's the case check if you didn't accidentally turned off the selectability of the camera object or its parent collection in the outliner panel. It's…
The task to solve you mention is very generally specified.. what should "random" mean here.. You can always throw a Remesh modifier with method Voxel on any object genrated by whatever... or: For example you could also start with a cube and scale and extrude any faces for some time (maybe with some check of intersect…
If you are still wanting a way to bake a MR ambient occlusion map you can either scale down the low poly object or scale up the high poly object. The push modifier works well for this. Ive found that this works quite effectively and eliminates the intersecting low poly objest which causes the black spots. The MR bake is…
@jstins nice! I think a lot depends on game's viewpoint, since mine is top-down there is so much you can get away with and a lot that just doesn't matter at all. For all the hard surface stuff I did the end result is pretty much identical to what I'd achieve with baking, except silhouettes hold up better with all the…
Hi @Grego I was also thinking about that foldable cover, how it could be build. I think spawning decals on hit would work. Additionally, it could be made up of multiple meshes that can be swapped out based on the 'health' of their respective segment. They should look like a continuos object if shading and UVs of the…
Hello. Yes, of course. Here's the description of the situation and the solution I applied. First, I created low-poly and high-poly models. Because the high-poly sculpt was very heavy, I used only one instance of the objects for baking onto the low-poly overlaps and trims. This caused a problem with the AO map: on one…
[short version] Hi all, not sure if this is even possible, but is there a way to keep the Texture Coordinates from a Procedural material, yet have them apply to a model using a different Texture Coordinates method? Possibly via Mixing or Math? [long version] I have a Procedural material which was made on a Plane using UV…