Hello I am playing around with AK47 model in the Quixel Suite and wondered in ddo how would I turn the angle of a material? As an example the wood grain in the image below I would like at a 90 degree angle.
If you plan to make content for games, it makes sense to learn how to import and setup assets in engine at a basic level, so you can check them in a projects environment. It's common to look things up as you go, engine documentation for example.
It's related to modding games and such usually, since the middle-tools are community driven and very finicky (physics and such related to size), and I couldn't find ways to export assets in FBX format but make them smaller (I couldn't find a size thing for FBX for example). I try to not change scene sizes too many times if…
Hi Neox.. lol Yeah i was probably too non specific. Third person AAA, but there will be close ups in cinematics. Example, Mass Effect. Genre, Sci-Fi I'm doing the sculpt retopologizing now... and that's where the question came up
It might also help you to see examples of what the end result looks like. We have some good examples here that are worth studying as you work on your own organic low poly models: http://wiki.polycount.com/wiki/BodyTopology
One thing that you should avoid when doing the high poly are razor sharp edges. Notice the slide for example. Basically every noticeable angle should be beveled so that it catches light properly.
Pretty clean modelling. The edges are way too hard if you intend to bake this though. And I think you should try some rounder shapes, those are usually the hardest to model. random example:
the screenshots really don't do the new features justice. sure the tesselation isn't really a "true" example of how/what it should be, but the game IS a lot prettier in DX11 mode if you actually play through it.
Could be, but for an example, Hamburg is 25% more expensive then berlin when it comes to living (Apartment) and up too 10 % more expensive for food. You would barely be able to survive on 1800 a month (if that's the brutto).
This would set the variable only once, whereas in this example, the variable is set at each iteration Agreed. kwshipman sorry we are a bit off topic now ;) I hope you find the pattern usefull