Standout job :+1: a prime example that for me embodies both attention to detail and hard surface modeling finesse, also can't help myself ogling those bevels, too :)
@Noors, @zachagreg can you show me an example of this problem? A sample scene, video, steps how to get the same results with the default cut tool? @demigodss, thank you.
My understanding is that this is what's usually done. At the very least that's the default packing for Substance, and most example shaders i've seen use this scheme (although I mostly use UE4).
You mind posting or pming the code? For example: button -e -l "<-" -w 260 -h 32 -c "ToggleMergeToolbar"; You cannot edit a button when you are creating it.
Thank you, guys! I have some old articles with my terrible english on my homepage, for example: http://artleshiy.com/en/blog/workshop/making-of-grandfather-nurgle/
Looks pretty cool! Some of the loops does not seem to do a whole lot though, so you could probably optimize it a bit more. Like here on the hair for example:
This remind me my childhood. There was an extremely dark and bloody book based on Estonian folklore. An image for example: http://img3.nnm.ru/3/b/9/2/2/3b922f01860151e674d3425c00fbe019_full.jpg
I've mostly been working on making the props for the scene lately. They are in different stages tho, some are still in a blockout stage (for example the Modron) and some are ready for high poly and texturing.
Ubisoft distrtibutes development of its games across multiple studios - The Division is no exception and is being developed across three or more studios (another one of the being Reflections in Newcastle, as an example).