That's not like that. Everything is atlased into a giant single texture layout for a bunch of assets (you can check the individual files in your program files x86 folder), and then that's split up into small 128x128 square tiles. Because anisotropic filtering wouldn't work otherwise, each tile has a 4 pixel wide border, so…
Hi guys, We are happy to see that you are interested in DRAG and we are sorry to keep you waiting. We are pushing towards the early access release :) Here is a quick update what we have done in the last weeks: * we completed the online race mode * visual polishing of single player mode * testing and bug fixing * added…
yea well its been a while since i saw your last site. to me this feels like a downgrade. i know u mentioned that everyone is givin crits on webdesign. well ofcourse thats part of teh pimp too eh? and i feel that presentation is what the sites is about ... the flash thing on the left... why do u blend to black?!?! there is…
It's actually one solid mesh. Which planks are you referring to? Looking at the bricks, I think you're right, they're a little too big (which is ironic, as I thought they were actually too small for a while). The gate and the post that is supporting the gate are actually separate objects. I probably shouldn't have stuck…
thank you all very much for your input and suggestions. I really do appreciate you taking the time to not only check out my stuff but to pass along some wisdom. I am currently doing the character adjustments. As far as the site, im not sure about lightbox either, its a shadey area but some dislike links loading in a new…
To expand upon this... Think about what the skull is - a framework upon which muscles and other fleshy bits work with each other to define the character of the face. (I know some medical students and other people would haggle me to no end for what I just said, but whatever) Because the skull is just the underlying…
It's a strange site - it looks like time and effort was put into a nice banner, then the rest it just a bunch of images. Stylistically, it doesn't gel for me. I'd say it's a little wide, but I always say that. But it's a little too wide for my default browser size - so I had to widen it. Except all the content was on…
@Rhoutermans: I do agree with the door issue, I think at the moment I just have that mesh as a placeholder until I decide what to do with the entrance :/ Not sure if a simple one like the concept will be interesting enough, maybe i should do something a bit more detailed (but not a clue what that might be) Bricks will be…
FWIW I had the same problems with Nightshade in 2016.5, probably facing the same thing you are now. I couldn't find an alternative in 2018 for texel density. The issue stems from having very small UV shells, you probably have a series of very thin triangle shells, where there's a distance of 0.00001 between two points.…
There should be plenty of references for weapons like these. You could probably find a ton of books at your local library if you're having trouble finding it on the internet. The first thing that jumps out at me is that your modeling priority seems off. You don't put enough geometry to define the silhouette, but you do a…