Eric: Damn, I'm totally blind. I went over to Scriptspot a couple of days ago, looking for tutorials - I swear I looked over every single link on the navigation bars... and somehow missed the one in the very bottom right, which is exactly what I was looking for! Thanks!
Eric, just grab one of those made-for-shower mirrors. They claim they're fogless but I wouldn't go that far..maybe "resists fog". I know a guy who had one installed that has water pipes that run through it in order to maintain the same temperature that actually is fogless.
Thanks Eric for the picture and link. Looks nice indeed but I want the main river stream separating into to multiple smaller streams in turns and intertwining each other with a bit of real physics hint . Like a real stream changing its course sometimes through its sandy bed.
Thanks Eric. I tried to do something shows textures/lighting but it's not good enough. I think about it later. I should easily find something on internet. And with our new package it's already released on UE4 marketplace: https://www.unrealengine.com/…/produ…/scans-lost-temple-cave
yeah i sorry about that, i couldn't figure out how to get mobile, and most if not all the companies would be sent through email on my mac so another reason why i never did the mobile setup. Thanks Eric i'll will definitely use i
Hey thanks, guys! Good info. Swordslayer - first thing I tried was adding an Edit Poly mod and collapsing. I was surprised it didn't work as that's always been the go-to in the past. The only thing that finally worked was the primitive. Great list Eric! Bookmarked! Thanks again! Daf
tnx eric / i watched them before . this is my 2 piece of strip. you can see unfold for left do the job correctly but for right piece it dont perfectly strait it. in 3ds max do the job for both of them with one click by unfold strip from loop
Hi @Eric Chadwick , just got back into work to test this out. I'm using PS CC 2018 for blending. I used linear dodge, I got the same effect. I've attached the PS files, if you could take a look I'd appreciate it immensely. Cheers
Thanks for sharing your images Bunglo! That was very helpful. I get what you are saying about relocating outside of the 0,0 space, although what I was concerned about was stacking shells (or not) within the 0,0 space. In which case Eric's recommendation to compartmentalize makes a lot of sense! :]
Great, thanks Eric :) Now my issue is that the normal map is appearing totally blue. I have made sure the high poly is picked in the projection modifier...so not sure what the issue is. A friend has recommended I try the Xnormal tool so going to give that a go...