Hey there , If I may suggest few things Design by function Importancy of hierarchy Shape relationship Color code different material Round arc thing look to me more arab inspired then roman
I'm looking forward to the new Polycount it looks good. The new organization and functionality will be a most welcome change as well. Thanks to all involved for taking the time to make our Polycount experience even better.
Thanks for the fast reply! It's 'kinda' working now I'd say :P need some smaller adjustments to have it all fully functional but yes, it stays on the correct side :D So problem solved! :)
Ok thanks, But can Quixel Ddo also export the (Smart) Materials themselves (Normal/Albedo/etc)? These can than be used in tillable material functions inside UE4 and used in combination with layered materials.
multiple canvases - less clunky :) and yes, there's some functions that help detecting some support but you still need to add some of your own code to make it detect webgl support and if its enabled.
also, i think i know why IE is having issues. it might be due to the fact that the top css "div" ha a "fixed" position instead of "absolute" perhaps IE does not support this functionality.
why not just do it in photoshop with the brush scattering/opacity/hue pressure sensitivity options? Im not too familiar with the deco brush so what particular part of its function can photoshop not achieve?
I'll be honest, the concept kinda looks boxy and just odd overall and lacking functionality and that is being transferred into your model as well. There are also a lot of shapes that are not boxy that in the concept you have left out.
I used to use Rescue Time, which is similar to this except it doesn't log every individual site / app, and kinda generalizes sites / apps by function. Not as accurate, but still pretty indicative. http://www.rescuetime.com/
Poly Unwrapper - I used it when I had to work in Max. It had some decent functionality, although I felt very handicapped compared to when I do UV work in Maya.