3d dot game heroes was a first inspiration - it might be close to that but I am open for anything that works fast enough in the end - and I am not yet happy with the performance.
I feel like a hero after compiling and making ctypes, PIL, pyODBC and Qt work on Maya 2011, 2010, 2009 and 2008 both x64 and x86. Now all that's missing is the P4 module.... but maybe I'll just do that next year
Polyhertz stole the thunder there 😁 But @pi3c3 My hero! I'd suggest making it scriptable if at all possible - recent versions of max don't seem to be crashy and shit when applying a modifier to multiple objects so I'd say the key to this thing's success is having a good enough featureset (or the ability to extend it myself…
Game Shaders : Volume 1 is a shader framework based on the well known Dota 2 game. It contains one base material declined in multiple versions. This shader is based on the Dota 2 shader system and rendering. Those shaders offer the same features as the one used in the well known Moba game : Dota 2 but for Unity ! To see…
here's what i'm interested in: In the context of game meshes it would be rare for one "cutter" to span an entire mesh and cross potentially thousands of tris. Instead details would be fairly local, with the exception of seams which i would handle differently than just projecting an outline. 20k is a good estimate for hero…