Yep, it is a bit obscure. I'll finish the quote so anyone that has seen it will know. A: "Who's after you?" B: "Fuck that, drive!" A: "The hookers are after you?" C: "Tell him where to go, idiot!" A: "Go to the Rectum" B: "What's the Rectum?"
I need normals of border vertices on object A to match normals of vertices in same coordinates of object B, basically to fix the seam without affecting object B. Tried noors normal thief and it does almost that, except there is still a small split that prevents smooth shading. Interestingly enough is that in-house tool…
need some help about modeling for mobile games and texture also means how much should b the polygon, and how much should b the texture size and how can i import all the things in program. The target platform is nikea opengl enabled mobiles.
I REALLY like the head for A but the stomach and leg armor for B. Perhaps you could combine them. The abdomen armor for A makes it seem more like he has a big belly than rock hard abs. And the silhouette for the legs aren't as dynamic as the B concept.
B]Edit[/B Well, changing the envelope from geometry normals to surface normals gave me the effect I was looking for, thx :) so never mind this crap V Sadly, this is what I get when I try that. (Maya 2009) Uploaded with ImageShack.us
Started on Trim Sheet B this evening and got 2/3's of it in. Created a smart material of Trim A and applied that to B in Painter. As I'm using the same colours in the ID map the right material is applied to the right place. Win! Tweaked the UE4 material too.
Just got word that [B]Pull My Tongue just passed Appstore review[/B]! Here is a pic of how relieved and happy Greg is Looks quite chill and happy huh, and you haven't even seen how happy I look :D
try this (convex only though so concave would need to split into convex then recombined after being wrapped individually)... -- creates a ray point along the edge fn getEdgeRay msh edg =
( ze = edg - 1; a = (mod ze 3) + 1; b = mod a 3; fverts = getface msh (ze/3 + 1); v0 = getvert msh fverts[a]; v1 = getvert msh fverts[b +…
That does look great. They should totally include a B&W mode, or maybe sepia tone. I'm not sure I could play the whole game in B&W and it would be risky to stake your whole claim on something like that, but the option would rock... Good call.
I'm sure each studio has their own preferred methods of doing things. Ask them about this. You might already know how to do A, or maybe you're not so sure how to do B; doesn't matter. Ask them anyway how they like A and B to be done.