terribly sorry! 1) Multi-cut tool on a polygon object. -laaate edit! I answered that poorly. You can select a vertex, shift-rmb and select Detach to split at just that vertex. This also works on faces and edges. 2) It's the button with the clock; blue means it's enabled. Undo will still work, but actions like Bevel or…
one idea that gives OK results for ground cover is to break your leaf texture into greyscale then enhance the contrast and use a "cutout" filter in photoshop to reduce it to just a few levels. You can then use this limited level version in the alpha channel. Set an if node to have one input be the alpha version channel and…
I think you probably mean, position constraint? A link constraint would be applied to the transform node and it only allows the object to switch parent objects at specific keys, "at 10f follow this new parent, at 20f follow this other object." It doesn't have a way to follow or blend between two parent objects at the same…
@G3L - Ya there's alot of cool designs for this place, but this one was by far my favorite. The textures are a combination of hand painted and photo reference, combined with AO bakes from high poly models. @c0ldhands - Ya I can throw up some images of some of the pieces when its all finished, just lots of pipe…
Looking much better! I've got a paintover if you don't mind but first I'd like to address a technical detail: How do you feel about dynamic topology? You've got an issue here which are quads breaking on smaller details and they'll give you hell to work around, forcing you to go unnecessarily high in resolution to be able…
Big update time (probably the last for a while). I am officially done with how far I am taking this project (minus writeups). Going to post some features and notes, then some images :) -True Anamorphic (shaped Bloom) Giving that awesome JJ effect on the screen -3 Separate bloom passes at various strengths (small large, and…
The tool Pea linked above got rid of it, a bunch of other scanners could see parts of it and my tinkering in safe mode did some good but we couldn't find the root of the problem. Long version: Last weekend I was wandering around the net when Spysweeper (that I like so much I actually paid for) went absolutely bonkers,…
Model_brush.c is the main file where new map and model formats are parsed: https://sourceforge.net/p/chaosesqueanthology/code-t3d_attempt_engine/ci/master/tree/model_brush.c An example one is void Mod_OBJ_Load on line 7562. Which loads the triangle data for an obj file (loads the vertex and then the face data). It would be…
Lighting: Depends on how you're handling your shape rendering. Most often I've found that freestanding, non-bsp structures have lighting information baked into either the model, as vertex colors, or into a set of lightmap textures which are blended with the diffuse at render time. Also, If this is going to be something the…
You could be also be interested in the BabylonJS viewer: https://doc.babylonjs.com/extensions/the_babylon_viewer Basically: 1. export your scene as gltf/glb (included by detfault in Blender, for other softwares you can check here for example) 2. copy-paste html code from the documentation linked above and modify the url of…