Thanks all for the great responds and feedback. I have added all of the feedback to my to-do list and will work on it as soon as possible. n4uj, I made the flags in Maya/3Ds Max as a planar mesh with some extrudes. Then I loaded in the Nvidia APEX/PhysX SDK plugin into 3Ds Max, and painted the right amount of vertices with…
You should be able to get a nice effect by creating a fresh new Particle Effect in the content browser. The default settings should output particles upward like a basic fire. Change the material to your bubbles and set up the SubUV amount. This is done by changing the 'SubImages_Horizontal' and 'SubImages_Vertical' amount…
Well lots of gamers think they know it all, but it's not really so. They usually come off as really arrogant and they try to be "the coolest" on the Internet. It's very common. I do feel like we should be appreciated more though and the amount of effort that goes into creating a game. But I don't really bother with gamers…
Oh ok that makes more sense. Yeah just mask the padding or do the padding all at once in post with the photoshop filter. If you're adding in extra elements the photoshop filter is probably best. There is no magic ratio of spacing to padding, this isn't really how it works. The problem is not a particular amount of spacing…
So, you know how when you look at portfolios or documentation, usually people will say, this piece is at 20,000 tris. Well if that same piece were to be imported into a game engine the real factor would not be the actual triangles but rather the verts that comprise the mesh. These verts will be increased by separating uv…
The issue here is the UV layout. I'm pretty sure you could get away with attaching some of those shells to minimize the amount of seams, which would also produce a cleaner model for run-time as there'd be fewer vertex splits and all that fun technical jargon that comes with it. However, if you need this layout to be…
Thank you for your comment JLeeD, you're right when you say my model has a lack of direction probably, since it was my first low-poly model I was more focused on trying to keep the original shape as mush as possible, with the lowest amount of triangles, so I did more a general purpose model than a specific model for a type…
Thanks RaPtoR_v9600, yeah I think it will. Looks like there is a decent amount of fogging and such going on. Going to have to pick apart the scene when I get closer to the end I feel. Wow, havent updated this in 3 weeks, so much for every sunday. Got a decent amount done, have been catching up on a couple of the other…
I've been meaning to give my 2 cents here. This gif is kind of wrong because for one; Many Autodesk products require a fair amount of maths, and second "make video games," unless you specify, this conveys an understanding of you doing everything on your own to make a video game, which requires you to have an extensive…
So I got some python knowledge in my back pocket, and I believe that this would be a pretty size able amount of work. I'm not sure brightness would be the "go-to" for the sliders either, since not all of the channels run on black -> white. SFM might not be the best place for this tool as well, the lighting doesn't…