Over a length of time, people forget how bad the current situation is. Numbers are given to ease the pain, but those numbers are usually pocket lint compared to what they should be. Strange. Just as strange as the TV series pilot that predicted 9/11.
[ QUOTE ] If you you'd like, send me your number to nitzmoff at gmail dot com and we'll try to meet up. [/ QUOTE ] numbers on my website dude Although they are right you know... me and Gauss spent most of the time with naked men
yes, i think there are materials using POM in the examples. the examples do the uv-offsetting with a fixed number of iterations, mostly 10 i think, so the enormous number of nodes you see are only duplications of the first line, with a different offset value.
If you look closely at any of the screenshots, you'll see a lot of the structures have numbers or lettering on them such as "PMB 32" or "<<<keep area clear>>>". Each letter, number, and sign is mapped to a polygon. This allows you to spell anything and arrange it in anyway that works.
I think we had an informal game for this. Turn safe search off. Image search a random, non body or sexual related (to your knowledge) word. Post the number of the first page of the image search that returns porn. Lowest numbers win.
For me (if I remember correctly) such behavior takes place when you have a high number in the far-clipping-plane (like 100.000) and a small number in the near-clipping-plane (like 0.1). Setting the near-clipping-plane to 1 has always removed these artifacts.
symmetry modifier will mess with vertex numbering cos it makes new verts you could use something along the lines of the sneaky morph mirroring/skinwrap trick to work symmetrically - it won't mess with vertex numbering and you can keep it "live" as long as you want
I've decided to show up again, with an idea. Since you can make custom stattrak, you should try this kind of digital numbers. I think this kind of numbers fit the "track" and "score" themes pretty well, you should definetly give it a try.
Hello and thank you so much to answer my questions Salem! Number 2 and 3 i cleary understand now! But to number one...! It doesnt work. I turn of "BackfaceMaking" and its the same problem. It masks the backside and i dont un derstand why
Looks really really good! Cant wait to see the final result :D Tho I gotta say I would've loved the dragon form with head number 4 but anyways it looks amazing! (I also love number 3 for human form :D )