Personally I never do retopology and UV mapping because you can get great result with decimation and Smart UVs project for static game assets, like you can see in this demo: https://youtu.be/-Fy7g3g6uCI For the texel density a new auto-packing algorithm is in preparation in the Blender source code, for now it's an addon:…
I actually sort of prefer OBJs for asset work because they strip away all excess data that might get caught up in an FBX. Shaders, groups, cameras, lights, animations, etc. sometimes come along for the ride and can even make files unusable in other programs that can't handle various data types. One format is predictably…
I just did it about 30min ago. She said yes of coarse. Plan A, B, and C failed. I had suprised her by coming up to Bowling Green where she is gettting her master's degree. I got in her apt while she was out and decorated the place with tons and tons of candles and flower petals. Made her a Shrimp Alfredo dinner and I was…
1) When you're working in the UV editor and have some faces selected and turn off wireframe-on-shaded, the wire for the unselected polies disappears. so far so good. but the wire for the selected ones doesn't disappear. it just turns into a somewhat red dotted line (from being a solid red line before). Now the reason this…
I propose Rexel Workflow when it comes to setting texel density while unwrapping. This workflow is for static images and is camera-dependent. Rexel is the final rendered pixel. Let’s say we have a scene with a vehicle model: an airplane with detailed objects and a few cameras, some distant for an overall view, but some for…
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The ongoing event rewrite for 2.50 is needed for UI customization that's why it has not been done before, but it's coming. They actually are not refusing to open it up, the inner workings behind it had to be changed before it was feasible and that's being currently done. Event recode is on the way, so can you people please…