The maximum size per 1 BitmapData I can process and handle inside Flash is 2880x2880 pixels. So that would be the limitation for source bitmaps. The amount of slices is only limited to the amount of RAM you have in your computer - so you can create plenty of those all up to 2880^2 - in the end I think all this wont be such…
Cool idea, For use in a game engine, best way I can think of would be to paint the vertices that are to be animated (animated = white, the rest = black (at least 1.0 and 0 in one channel so you can tell the areas apart)) and store that in a color channel for each vertex. Then use this value to multiply the offset amount…
I am not entirely sure I get your issue, but you can always create a 3d scene with copies of your main clothing mesh and assign each a unique material. Each unique material id will become a separate texture set with its own set of layers and maps inside Painter, and it will all be exported separately from Painter as well…
lol, the more threads like this i read, the more i believe that americans are idiots when it comes to running an office. if you're contracted 40 hours a week, and a certain amount of pay for that time. work your 40 hours, then fuck off home and don't come back until next week. simple. if your boss says "you have to achieve…
Thought process, execution/process and final thoughts: Here is an insight on my thought process when initially looking at this concept. it may be similar to other artist but thought I would include it in my postmortem, as it may be helpful to beginning artist. Depending on the environment concept or prop concept I mentally…
going crazy with shaders "depends", on many mobile chips you would want to save vertex shading cost + amount of vertices, given their approach to rendering. in a basic pipeline you have two phases. First is that when you draw your mesh, all vertices will go through the current vertex-shader. Second is that your triangles…
almighty_gir and maxivz: Thanks guys :) Computron : Nope, not yet, my old portfolio was pretty crappy by many standards, so I decided to take a year off, learn some extra stuff like shaders, and improve my work all around before putting up my new work. I'll continue working on the shaders for now to get an Uber-Duper…
[ QUOTE ] Quoting Daz here: [ QUOTE ] Having a stable GF of course doesn't affect my day job, but it has definitely impacted the amount of time *outside* of work that I spend messing with 3D. [/ QUOTE ] Quoted because it's true for myself and so many others. 3D outside work is rare these days - simply because I'd RATHER…
Hey guys! I'm building a 3D model pack for the asset store. I finished the following sprinkling can today. And it leaves me a little bit conflicted on the end-result. Specs: Triangles: 396 Vertices: 198 Texture size: 1024x1024 Texture types: Albedo, Normal, Metalic, Roughness. model Low polycount: I made the model this low…
This isnt urgent or anything, I just wanted to know if you all had any thoughts on this. HOw would I make an emitter, spawn mesh particles that fly up for a certain amount of time, and then all fly towards one point. Like a cluster of missiles. or some magic swords. I was thinking about this on my drive in this morning,…