C86G-the edges on real rails are pretty sharp. Not knife shark but the edges is very tight. Thats something thats playing with my mind. Should they still be soft even though in real life talot of objects have pretty sharp edges?
THE PROJECT INT is a 3D Sci-fi RPG with a strong emphasis on story, role playing, and innovative RPG features such as randomized companions. The focus is on the journey through a war-torn world with fast-paced combat against hordes of enemies. The player must accomplish quests like a traditional RPG, complete objectives,…
Starboard Games is looking for talented and dedicated people to join us on our exciting project, INT, a sci-fi RPG with rich story and intriguing characters. You may find out more about us at: 'www.int-game.net'. We are a highly professional and friendly Indie team developer, well suited to people looking for a fun-loving…
COMPANY AND THE PROJECT We are an indie game studio consisted of professional and friendly people. Additionally, we are a team of skilled artists and dedicated indie enthusiasts. Our current project is INT, developed on Unity Engine 5 for platforms Windows, Linux, and Mac. INT is a 3D Sci-fi RPG with a strong emphasis on…
I am using Marmoset, but when I dont have object space checked on there is a seam where UV sharing is applied. is this because of the render or the way tangent works? thanks!
Starboard Games LLC is hiring! We are an highly professional and friendly indie gaming studio looking for talented and dedicated team members to join us on our projects. You may find out more about us at: Starboardgamesllc.com and Int-game.net If you are looking for a fun-loving team with mature, respectful people working…
Didnt realize I had a second posting of this so I will just link to the main post: https://polycount.com/discussion/215640/equity-rev-share-competitive-hack-n-slash-arpg
Well it’s really up to you the members to post your stuff, share your tech questions & findings. There’s just no community without direct involvement. Sometimes I wonder if I should be doing more community-promoting things around here… recaps, contests, interviews, etc. Adam did a bunch of this back when he was running…
I don't know if this is a good practice, but can more than two faces share an edge? Like in this picture- I've tried doing something like that for one of my models, because there are only a few faces that need to overhang from an edge. Normally I would make a plane as a separate object and snap the vertices to the other…