Ok , ive tried searching through the forums and the internets and i cant find anything on this. i have a character model i built a bit modularly as a result the arms and legs clip a bit, i wanted to have everything baked to one uvmap so thats set. i thought in xnormal batch protection wouldnt overwrite the pixels of…
gauss: Cheers dude! vahl: shouldn't be too long now to release - I think a first version release will be happening sometime this week. dom: I was thinking about doing another shader after this one in a kludged ambient occlude type of vein... playing around with generating a reflection cube map, and sampling points in depth…
Good start Cody Couple of things I noticed. There appears to be no way to get into the corner building. . . no standard door. It looks like you're building modularly, so I'd just yank one of the roll up doors and replace it with an entry. The textures are very uniform, as Ozy mentioned. They're very flat textures, with…
It's pretty standard to build modularly. Instance things where you can and reuse pieces. For example the stall walls could be one prop copied to both sides or a few times to fill out an entire bath room. To get some difference out of them you can texture each side uniquely and build the piece symmetrical and that way you…
Long time, no update. Art creation hit the skids last fall with the sudden advent of a huge increase in my daily workload when half our team at my day job was layed off. When I did get back into doing some more art on my own time, I ended taking a hard left turn when I was offered the opportunity contract work on two…
Thanks guys for the feedback. The scale is also my thoughts. But to specifically answer a couple of things, the dent that I talked about turned out like nothing I wanted so I scraped it for further learning. Something I want to get back to, but once I've learned more. And there is a keypad because there are other objects…