Good afternoon. Would you like to ask knowledgeable people how the graphics were divided before? All these angular 3d models from "Mario 64" and "cs 1.6" are not at all similar to our time. Now there is such a thing as a "Blockout". And it wasn't there before. These angular shapes are unlike any primitive. So how were they…
@Minjae_Jeong It would really help to know whether some or all of these faces are flat, or if there are any curves involved here. Is this on a cylinder? Do a little unzoomie for me.
1st, i'd like to say i admire all peoples of all walks of life, however this img looks like a moment when someone discovered "technicolor". Black & white to Technicolor, but yes i too when experimenting found that darker tones are difficult, which is strange cause then that would fall under lighting issues in shader code…
Also : "they were hired into art positions from QA because they happened to chat with a senior in the cafeteria" Well, there is absolutely nothing wrong with that *if* they demonstrated all the required skills.
Here is a short explanation on what I need it all to do: Let us start with the Light blue drawings: This area, is suposed to hold the ligament (Orange parts) in place, so if I move the femur bone (theigh bone) it - as seen with the dark and lights green drawings stays in place where the light bue lines are, but the rest…
assign the same unwrap UV to all of the objects, use the material ID filter dropdown (bottom of UV editor window), select all the filtered faces and pack based on your selection i think to do it as part of an auto unwrap you'd have to script it
BepBoop, gif's are raping quality but cntrl+ ftw. edit: which 1 or 2 1 TWO probably best with all that aye.eye gibberish. prob take a break from posting updates now, got to do tough stuff like the coat and all that other stuff in the project, i hand made the flames stuff, might make it more quality, fixed eye brow.