It's cool that you've made a proper "game" environment out of this with interactivity. It actually reminds me of Doom a bit, with similar room lay-outs and switches (not sure if that was intentional :) ) One thing I will say though is that the cave area could do with some more work defining its general structure. At the…
Joao said nothing wrong Nitewalkr, he is simply stating the reason why people have consistently responded negatively to Pancakes posts. You on the other-hand have resorted to silly name calling while simultaneously asking for a civil "pleasant" discussion. Sheltering yourself from discussion is rarely a good thing. Pancake…
Seriously I didn't know that translucent materials wasn't good. I try to use this method to put dune where I wanted as a static mesh...like this. This setup is only made of one static mesh duplicated everywhere and they intersec with each other without any seams at all, thats what I was searching for. But as a lot of you…
I can vouch for using foot pedals, with the caveats that configuring them can be a pain and the price mark-up is a bit insane. If you go for a cheap 3-switch setup (from PCsensor, DecentGadget, etc), don't expect it to last too long — the ones I've had experience with have all used cheap IR sensors that struggle with…
Waterbear, first off its always good to do this kinda of anatomy stuff so good for you! There are a few ambiguous area's that you are attempting to define, but come off muddled. One area I noticed off the bat was the area of the serratus anterior and how it interacts with the external oblique as well as how the latissimus…
katzeimsack: yeah the benefit of our game is it wasn't like a normal sports game where you actually play the sport and control characters. It was an interactive sports prediction game. Basically you watch the live even, the data / stats from that live event were sent to our servers where we interpreted that data to display…
I rechecked my cages (yes, i am using them) and made them bigger to be sure that it fits. Nothing got better. Oh and there is no AO yet, just a plain white with a normal map applied in max viewport... (Render in Vray doesnt look much better though) Also compared the normal map with the lowpoly / highpoly models and if u…
For the record : you are overcomplicating the process as there is no need to rely on vertex colors to bake out an ID map. In order to bake such a map in Xnormal, export out parts of your highpoly as separate OBJ and FBX files and tick "Bake base texture" for output. Enable "Write Object ID if no texture" in the options.…
Entertainingly awesome film. I rarely head out to the theater anymore, and this is one of my "must see on the big screen" movies. You could probably skip the 3D price tag and not miss out on much of anything. I haven't read any reviews (never do), but seriously?...people are really reviewing this poorly? They need to get…
That's because a quad mesh in Toolbag 2 is still triangulated (behind the scenes) and the way TB2 triangulates might not necessarily be the same as the way max (or xnormal if you fed it quads) triangulated. It's not just the information you're baking to the map that is important, but the information on the mesh itself…