Low poly and High poly shaded wireframe UVs in Rizom I think not all the UV seams are marked as hard edges. After exporting the mesh to rizom for UVs then importing back into blender i can't see where I placed the hard edges.
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Here are the updates, with explanations. I believe this is much better. Going for subtle details that aren't too much, not too dirty, but enough to look believable. I placed some intentional scrape marks where things would have happened in the past. it's a large, round vehicle so the big thing in the back would get hit,…
Wow, thanks for the feedback guys. @doeseph - Yeah the multiple iterations I think was a big contributer to how odd she looks. I was torn between so many variations, I just muddled them all together. I'm going to aim for a specific style and try and hit it. @Scyfon - I would agree about the ankles, I'll fix em.…
It's not up to the "industry 3" to innovate, they are console developers first and foremost. The metroidvania genre has been done and improved on ever since super metroid, mario 64 was a great game when it came out, but we've had many fantastic 3d platformers since then, including psychonauts. People are also quick to hate…
(shrug) I'm still a little unclear on the vitriol over the Nintendo conference. By whose standards did Nintendo drop the ball? If you are a "casual" gamer who is into things like Wii Sports and Wii Fit, than Nintendos conference was likely quite satisfying. If you are an old-school Nintendo fan, they trotted out a 2D Mario…
Thanks, I e-mailed the Meshmachine creator and send him the files. Waiting for a reply. OBJ gives many more problems than FBX. But FBX import results in the problems below. Adding an edit Normals modifier solves the problem:
was good, but i had a few issues mark and execute makes things too easy, maybe it should have been one execute per melee kill, and it's really annoying that if you only mark a couple of guys it empties the meter completely the upgrades seem kinds of pointless, takes very little to upgrade a gun and i never saw much point…
We’re developing a stylized endless runner game for iOS and Android in Unity, with a strong focus on the main character and the world around him. The project is already in an advanced testing phase. Our team includes a programmer, animator, and game designer. We work remotely, communicate via Discord, and share data…