Lets not see this thread die! I want to see more people posting in here. I'm currently working on the next iteration, which is a total redraw, but I'm heavily iterating and working at it to improve on what I've done. So it might be a few days before I'm ready to post again.
That's happened to me and always confused me, you save the last iteration, crash, and then can't load the last iteration you saved? Why is this, surely when you 'save' then this file is completely separate from the file/scene your now working with until you save again no? Cheers for your script Rob.
Summary • Title - The Final Stand • Platform - PC, Mac, Linux • Genre - Adventure, RPG, and Survival • Engine - Unity • Compensation - Post Launch Compensation, opportunity for full-time after launch which is supposed to be either this month or next month. The Game The Final Stand is a relentless multiplayer experience in…
So this is where I'm going to be posting all of my work on the gunslingers game (Working title) a buddy and I are working on, starting from character concepts to UI mockups and icons and whatever the hell else needs to be done. This is the iteration of the first character. He carries a cigar, a glass of whiskey and a…
If you're using turbosmooth just up the iteration to 3-4. I tried to think of how you could avoid a star vertices but I can't think of anything right now except major re-haul on your mesh. So I'm thinking you should just boost the iteration up. :)
If you want the edges to look smoother when subd'd you'll have to add more iterations to it ... you're only on the first level. Use the numpad +/- keys to add more iterations and smooth it out. If you're trying to PREVENT the roundness, you'll need to add supporting edges. Look into stuff like the Loop Slice tool...
I think this completes this texture. I'm not 100% happy with it, but I learned a lot of things from doing it. I'm sure I could do a texture of higher quality in a fraction of the time now. In fact, that is precisely what I'm going to do. :) I'm posting the first iteration along with the last iteration for comparison sake.
what i mean is taking your mesh smooth on your high to just 1 iteration instead of 3 or 4 and working from that. It's not always applicable though and sometimes it's easier to do what EQ said and just do a low over it. by adding 1 iteration the cage at least has some tension on the verts.
The company as a whole uses Hansoft. For the big picture I keep a GANTT. It's not that we're doing waterfall, but I like the visibility it gives, and it's something most people can easily relate to visually. It shows everyone what we plan to work on when and where we are now. It also helps with the Scrum we're doing. We…
I believe mostly from iterating an idea (sketch, blockout etc.) into something more unique. IDK about inspiration and all that ..usually it doesnt strike me personally out of nowhere. Making a refference cloud or iterating something yields the most results for me. OFC all while having some cool jams in the back.