Man 1: "I bet those cops have got SCMODS." Man 2: "SCMODS?" Man 1: " State, county municipal offender data system." Vote now for your favorite thing and you too, could win a thing.
Did this in a couple of hours and learned how to use Blender particle system... a bit. I want it to look more realistic so I can do lowpolys for games. Any critique greatly appreciated! model Here's the reference pic:
We're still using things we made 5 years ago :p It comes down to planning and unless you've built a few similar systems before it's pretty difficult to get it right first time
I'm not sure if we have this logged in our bug system, so if you can email an example FBX file that shows the vertex problem to support@marmoset.co, we'll look into it. Thanks
You're not alone. The recruitment system we use at my office gets my new number 1 spot though. Multiple identical unlabelled icons with no tooltips does not constitute a UI
What you describe should technically be possible, but these systems aren't made with this in mind. Instead of the forward vector of the spotlight, normal direction should be taken into account when this check occurs. But its not there.
I've been poking around in the hair and fur system to get some feathers on his body, but it looks like he's been growing mold. Any tips are more than welcome!
Thanks for pointing me to the Ptex system, cptSwing. :) A new question :poly136:, has Mudbox problems with importing high poly models? Because every time I try it crashes on me.
UE4's LPV system is probably going to be reasonable for an RTS. Unity 5's stuff (Enlighten) is still basically baked, so your mileage there would still be totally limited.
You can create any type of map, PBR and old-school system. Check out the substance thread here to see some examples of materials created using only substance.