Blender doesn't force anything on the user any more than Maya or Max do, which is to say that it does. =] I don't really have a problem with the UI. Workflow wise I think it offers quite a few improvements even over commercial software I've used. Graphically it looks better than max, maya or xsi. It's closer to modo or c4d…
server data system done and good enough for right now. Changed the layout a bit. Can't just be a long list. Has to show a bit more knowledge than that...so grid panel with spawning widgets for new log ins. I'll make it look better later. More important stuff needs answers now.
I'm looking putting together a new board game and looking for an artist to do to a game logo (likely custom font) as well as some card layout designs. Not 100% sure what the entire list will be but likely the following * Game Logo * 2-3 card layouts * Kickstarter UI Elements * Chart UI to make data clear Eventually a…
I think they can make his life simpler in this case since the quadtree structure inherent to FxMaps will take care of the sprite layout for him. Setting up 16 2D transforms and blends to make a grid layout isn't fun. With an FxMap ,to make a 4x4 grid he can simply use 16 inputs and a 3 level high quadrant tree (4 inputs 2…
hahaha, How embarrassing.... I assure you, it will have eight legs in the final product. So, this is the basic layout I am going for. I got a few different angles with and old character thrown in for scale. The giant spider will be a statue. Right now everything is very WIP so I may be changing things here and there and…
If the normalmap and the diffuse map shares the same UV than you do not need to have to make different UV Layers for it. I guess you thought that UVmaps=Texture slots. What is possible is that you use one UV layout for your main diffuse, normalmap and so on and than another UV layout for dirt effekts and so one. There are…
I think the layout is really nice and straight forward, though not a huge fan of the current header image you have. Its not bad, it just feels slapped on there and kinda felt like the work was going to be sub-par until I really started looking through your sea of awesome work. The work definitely makes up for any issues…
Thanks for all the feedback. When I originally set out to do this project I wanted it to keep it's original N64 layout. I toyed with the idea of ramping it up with a high polycount and other similar things like that but decided I wanted to keep the original layout because I struggled to figure out how I would I could make…
I do see what you you guys are saying , But i do use cg textures alot to grab photo reference from . So to answer the questions of the 3d motive tutorial i can apply credit to that as far as the pipeline choice . Thus the layout is similar but as far as the photo source that credit goes to cg textures which is what 3d…
Update: Alright, all UV shells are unfolded and pixel density is pretty much same all over. Meaning, time to layout the shells. But as you can see... there's no good and efficient way to do this due to these big "tall" shapes. So, as I see it I either have to have a really unefficient UV map layout in order to have the…