I'm "eXawSt" on Steam, xb1, and ps4... US-East, though not opposed to playing US-West if someone wants to. Mostly playing on Steam though. Currently bumping back and forth between plat 2 and plat 3 for standard and i think I'm about that for doubles as well. Doubles is my main game, so Im bordering diamond 1.
This is quite silly, Jeremy. It would be cool to see some support for automatic border textures, so where grass meets sand you use a specific tile. Depending on which is on which side, use a different image, and more images for corners and things like that. Tho this may not work at all with height, you'de need some sort of…
Hey man, looking good. Two crits from me. The border bricks on the building with the door/stairs need to be enlarged slightly. Also the bus is really high poly for how simplistic the shape is. Especially considering that half of it isn't seen. I think you could do a lot of optimizing on that mesh if you redraw some of your…
The screens are made at 2560x1440, slightly rgb shifted at 50% opacity and another pass at 25%, then scaled down to 65% of its size to have the rgb shift below 1px size and somewhat subtle when viewed without a zoom. i don't do classical CA as it tends to get very strong around the outer borders of the image for obvious…
The nice thing about MagicSugar's unwrap (which is similar to what I'd do - although I'd take the top and left seams right to the exact UV border) is you can then make a texture which tiles on a 90 degree rotation (so the left edge of the texture matches the top edge)... that way you will have no seam at all :D
I would hang out a lot more if I wasn't working and studying at the same time. I dig chilling in coffee joints or bookshops like borders. I do go out with friends for dinner and a drink every now and then. Oh and once my car is on the road I will very likely be permanently sideways in it haha. (modified soarer coupe).
fritz in order to use zmapper your mesh had to be unwrapped before or you are at the mercyh of the shittastic auto unwrap of zbrush. No thanks. Also the unwrap itself needs to be pretty tweaked. Symmetrical parts need to have half of them scaled down into a corner. Faces cannot go over the border. Scale has to be…
Ok I was trying to make this thing ; I set up the sea portion to 4 m x 4 m , created a camera and put on top of it but id doesn't grab the square of the repetition , plus the animation messes the borders of the sea surface square .... how I am supposed to do to capture precisely the sides in order to get tileable frames?
There are no disadvantages to breaking up smoothing groups at uv islands, only a poorly set up bake would cause seams in this case. Your verts are already split at uv boarders, so splitting up the smoothing groups/using hard edges on uv borders makes no difference when it comes to performance. Also, whats with the weird…
It's a dumb solution, but what I usually do here is insert a temporary edge loop on the inside of the ring, run straighten on that loop then delete it. Trying to run straighten on a uv border selection usually gives a shit result. Even though I usually have to clean up doing it the first way, it's usually closer to what I…