i never thought of the licensing tbh =\... there are a few things id drop too like the customising the characters...id like to c that in a racing game so i included it but i think that it would be kind of pointless, might be why its not been done b4..
Obscura is right about the range so trust him on that. I just didn't know if it would matter based upon whether or not the actual normal map is being used or not. But I think what you're saying is that the wrong value in his 3 vector is causing the normal map to be out of range from the start so that if he switches it to…
Check out my skins for the competition :smiley: http://steamcommunity.com/sharedfiles/filedetails/?id=680802428 http://steamcommunity.com/sharedfiles/filedetails/?id=679579987 http://steamcommunity.com/sharedfiles/filedetails/?id=675990620
M4A4 skin for the contest. 3 different color versions: 1) http://steamcommunity.com/sharedfiles/filedetails/?id=693270553 2) http://steamcommunity.com/sharedfiles/filedetails/?id=693271236 3) http://steamcommunity.com/sharedfiles/filedetails/?id=693272264
Demon Archer http://steamcommunity.com/workshop/filedetails/?id=186233344 Death Shadow http://steamcommunity.com/workshop/filedetails/?id=115293595 My new job: Vengeful Spirit - Scree'auk's Cowl http://steamcommunity.com/sharedfiles/filedetails/?id=233783357
Thanks for the quick reply! Here's a special case I can mention: In a previous project I worked on I was tasked with making a set of very large pillars, which had a ton of specific details carved into them. This meant I couldn't use tileable materials. The problem started when we applied the texel density to their UVs.…