This is a ray distance issue where the rays intersect with unintended geometry in their path. One option is to tweak the maximum ray distance another is to use a manually defined cage
To start off I'll post my progress and development of the two key levels in our demo thus far: * the Sewing Room, where our player character weaves fabrics, sews clothes and dresses up in preparation for battle * the Silken Forest, the tutorial hunting ground for the player to harvest crafting materials for making fabric…
I guess I'm seeing something that others aren't. Lord knows I could be wrong (and it certainly wouldn't be the first or last time). I had a chat with one of the creative directors I work with regarding interactive worlds, and how Video Games seem to be moving into a direction less about a linear controlled story, and into…
valve add tomb for undyung and some stuff for enigma yet, boots for tinker etc. I think that Valve will not be problems once again add an unintended workshop item if it is really good.
Yeah, I picked up on this right away.... though I will say that I can see it was entirely unintended.... though you maaaay want to expect a bit of heat for insensitivity.
: shrugs : Bill Gate != Microsoft. He might be the chairman but if the companies direction was 100% up to him there would be no X-Box, no Mactopia, no Microsoft Game Studios, etc. He was a clever businessman in the the 80s, but now he's like the previous Nintendo CEO. A dinosaur unwilling to change his ways and views of…
@RaptorCWS: Thanks! And yea, I don't plan on adding any textures or bump maps on this one, but it's something I want to tackle with my next project. @Spoon: It was unintended outcome of the design lol
Thank you for the kind words. I think it's a bit too clean at the moment, but I do intend on adding modular detail with prefabs..things like details you'd expect around a home. I want to come up with a layered "grime" or dirt setup within the shader too.
Hello there, I'm Niea and am new. Im not a professional by any means but I do dabble enough in first person 3d animation to desire some feedback. Anywho, this thread will deal with the evolution of a new crossbow model and animation set intended to replace the crossbow in Half Life 2. I decided to keep the cobbled together…