There's little information inside the roads to wash out in the first place. What the operation did was preserve the border edges/vertices of the two polygroups. Creating even more polygroups won't lead to ZRemesher preserving surface details; the borders of the groups will be frozen in place (eating most of the target…
Good stuff, especialy liking the pools of blood (yeeesss, blooooood. Mwahaha *rubs hands together manically), and crazy wall jumping monster thing. A few things stood out as possibly needing change (be prepared, i'm not pulling any punches): First off was the glass. I'm very curious to know why certan types of glass…
Steps to our full Alpha Build Dev Update #21 Over this week we worked to border up the remaining assets that needed adjustment, adjusted across the board to ensure all the various systems were ready for a huge alpha its the final stretch towards our alpha build, fixed and ready to go. We set various small quotas meetings…
[ QUOTE ] also eye shape is very off in low poly and high.... [/ QUOTE ] I have to echo this. The low poly is not ready and it is hurting your high poly in a big way. The skin around normal human eyes are not sunken holes with spheres stuck inside. The skin lays over and around the eye. Right now your character doesn't…
First do like monster suggested and reset the material editor. Material Editor > utilities > reset material editor slots. Since there is a good chance most of those aren't being used in the scene. Don't worry it won't delete any materials assigned to objects and you can still access them, it just dumps all the crap you…
[ QUOTE ] I mean, why spend all that time and money into a generic game when you can try new things and try to be original and innovative [/ QUOTE ] I think this has been discussed often enough, Publishers DON'T WANT original and innovative stuff. Same old stuff with 1-2 original/improved keywords to stand out from the…
It's kind of background, landscape renderer supporting very complex procedural /brush based scattering and geometry modification which differs from Vue or Terragen in regards of pretty accurate and big enough interactive preview with quick de-noiser. So on modern AMD multicore processors it works quick enough to see what…
hey monster thanks that helped a lot !!! my code looks like this at the moment:rollout WalkcycleCreator "WalkcycleCreator" width:224 height:272( spinner TijdSpinner "Timespinner" pos:[10,30] type: #integer width:200 height:44 range: [12, 36, 12] slider TypeSlider "small - normal - cartoony" pos:[20,100] width:200…
Actually, mip maps are a visual fidelity improvement before a performance enhancement. The further away you get the more gritty the detail becomes and the more has to be thrown out of the texture. While it has some benefits for performance, it has introduced some memory and bandwidth hits, too. I guess this is why you can…
Final image is dope :) I really like the skin material. Again I'm no character artist so take what I say with a grain of salt. When designing anything it's good practice to imagine how it would actually work. You can make a gun look cool pretty easily, but making it look cool and practical is taking it to the next level.…