@slingshot: man the haircut weapon is getting a lot of attention. i'll have too look into that... and yes, bacon is amazing. @ericelwell: actually its kind of a pet project i have going on with a really good friend of mine. initially its was going to be a simple game but now its leaning more towards a digital trading card…
Just two bugs too (I think): 1) If you zoom in/out whilst the algorithm is running, your UVs will distort on the screen. They aren't actually broken - they just look broken. This could scare people away if they think it's broken straight away 2) If you import an object with overlapping UVs, they will stay overlapped when…
I'm texturing a floor in a building I modeled in blender but I get these weird white lines in between my texture. The floor i broken up into tiles but this shouldn't matter should it? My walls a broken up into tiles and I don't get the same white line in between. This picture shows how I have the floor broken up into…
[ QUOTE ] who would you rather go with, the company that innovates (are you seriously saying that the wii controller isn't anything new?) or the company that steals all it's cool features? [/ QUOTE ] i'd go with the one I could afford! seriously though, I've had 2 broken PS2s, but I've also had a broken gamecube, and 3…
Hey, So I need to make a collapsed/broken ceiling for a project I am working on. I was wondering which method I should approach. I was thinking of actually modelling the broken/collapsed ceiling, or, making the non-broken version, and using the fracture mesh option in UDK. Which would be best? If you know of an even better…
This looks great! Here are some crits. fr16 - the neck feels broken because the head is still looking straight. It's ok to let the head follow the body and lose eye contact a bit. frame 18 - I think you need a better pose. move screen left more, lift that back leg up and really show the force that is about to be put into…
Yeah, I remember being told that Torque crashing was its way of telling us that there was something wrong with our mesh. Of course it doesn't tell you which mesh or what is wrong with it. "You wouldn't want a broken mesh to be able to be imported, would you?" Well, actually I would so I could easily recognize it both being…
Hi, Martin! I modelled the brakes by creating a high-poly mesh that I edge looped and turbosmoothed to make an nice base to bake using xNormal. After baking the high-poly details, I took the normal into Quixel and added various details to the brake disc. This method allows me to have the curved edges of the high-poly, and…
Congrats on finishing! I think you could tweak some things to look more like the concept and it would help the overall look. We're losing the details of your walls and other rock engravings, making them slightly darker would bring them back. The concept also has some cracks that are adding interest. The lighting and shadow…