i'm totally into hair number 2 ( never done in any vi skin) 2 / 3 torso and i would merge the design of hand 1 and 2 ( number one have a solid and simple design number 2 get you attnetion pretty fast with that lightened circle ) legs i don't know they all fit but i guess 2-3 are more appropriate :hushed: really nice cocept…
Another update... Very closed to finishing all exterior modelling. I will not be modelling interior ar this stage. But If I have time at the end, I will do so... Anyways... Low Poly model is 34k tris High Poly model (2 sub divs. Will most likely do 3 or 4 when I export for baking) is 280k tris. Hopefully this is good…
Hi guys, Meybe some more experienced artist could shed some light on those questions of mesh export: 1. What are tangents and binormals option? 2. What is split per vertex normals? 3. What is preserve edge orientation? Thank you!
Hey, so I want to change my tiling based on texel density but for that I need the texel density in runtime somehow for my generic material library. Ive tried DDX DDY for screen space UVs but that dosnt work. Tiling by mesh bounds or so also dosnt make sense. One idea would maybe be to calculate relative distance from 2…
You can try putting this into a startup script: callbacks.addScript #postModifierAdded "m =(callbacks.notificationParam())[2]; if classof m == Unwrap_UVW then m.unfoldMethod=45272" id:#uvwunwrapModAddedPeelMode
The time has come to announce the winners of the Killing Floor 2 Steam Workshop Contest! As a reminder, here are the prizes that Tripwire and Polycount are offering to the winners. Best Weapon Skin, Top 3 Winners * $1500 + added to Killing Floor 2 Steam Workshop + Greentooth Trophy * $700 + added to Killing Floor 2 Steam…
As matter of fact we have. (if you are talking about grudge felty FPS games) Doom 3 and Doom 3 ROE. Half life 1, 2, 2 Ep1, 2 Ep2. Return to the castle Wolfinstine. Wolfinstine.