it's more of a collaborative sketch book designed to make us actually draw and attempt to (god forbid) grow as "Artists" (read: people with some reasonable amount of skill)
You need to multiply by the "vertex normal world space" so it will go based on your vertex normals. Then you can put your "amount" multiplier after that.
Man, this is awesome in terms of the amount of texture resolution you have compared to mine, haha. Maybe baking a light gradient map might help out the textures?
Look good, 5k triangles is a huge amount for something so small. They would work in an arch vis situation but anything bigger than that and they would need to be optimized.
Glad to see a new class is available, I'll try it ASAP as I really love this game. Is there a final count on the amount of classes that will be available when the game is finished?
They are a little close for a 1024, but I think the amount of UV islands you have for that particular model is way too much and it's wasting a great deal of uv space.
Flying to the moon in what amounts to a tin can with the processing power of a calculator (if that).. how can you not respect him and his colleagues. Rest in Peace Mr. Armstrong.
Due to the complexity of this environment, I collected pretty big amount of references. It's hard to publish them all here, so I will post only some of them.