Yes there are reasons, but those reasons aren't "society is a machine that settles on the most efficient outcome based on variables" they are "powerful people made plans and applied the resources to ensure the plans succeeded". A great book that outlines the Koch brother's decade long plans to remake the American judicial…
Push to force movement in directions the "so-called", directors want the herds to go towards. That move by unity conveniently pushed most towards u.e.5. Making sure every industry gets hit with the so called new "direction" of things, which just shows how many people are in the circle of "control" or forced to conform.…
I did not know those were there, they will definitely be used now. :thumbup: A couple ideas that I will try to explain and make sense: :) Push/pull would still be useful, although it is similar to the explode mode. But instead of pushing the vertices each in their own normal direction, push all the verts in the brush…
Hello, still alive though time has been running through my fingers. Managed to do some pushes in some different aspects: * Experimented some with a shader in Unity to get a black and white look * Adjusted the model some, though very roughly, mostly mapping to parts of the existing textures. Of course, added skulls and…
I do not agree with you on never editing the cage. There is a reason most bakers allow you to import a custom cage. With an automatically generated cage the mesh gets pushed out evenly. With a cage you make yourself, you can change how much it gets pushed out, where you need it. For example around parts of your model that…
The support loops are there to improve the quality of the bake - they force projection angle to be perpendicular to the surface over the most of surface area (if I understood this explanation from EQ correctly): Believe me, I would love not to use any support loops like those - they are extremely irritating to deal with…
Thanks @Fabi_G! Atm my plan for the bake is to make a high-poly subd/remesh model which Ill then bring into ZBrush to do damage on. Onto a currently non-existent low poly. for the texturing I'm learning towards realism, but I'm not completely sold on that approach yet. I explored your environment on Itch, love the way you…
Mapping patches is kind of a bitch in max. Whatever works better for the object. If lofts make it easier I do that, but mostly push polys or splines. I'm doing tanks and planes buildings so I it just get primitives that fit the object and go from there and push the polys around. Alex
Mathew O: Thanks! : ) The ingame meshes are made more or less like "normal" meshes with mirroring etc for dynamic objects, even if the virtual texturing has its own quirks to get optimal results : ) (slight different way of UVing and building) but there is nothing fancy going on. World objects are all giganormous unique…
Kat, the colum is looking good, as for the barrel and such I agree that it isn't looking quite correct, having it within a game engine will really help in figuring out any problems. As for the grenade, you arent pusing out the little pinapple parts as they feel quite shallow. The textures all need to be pushed but…