Suggestion: Turn up the shot speed, or make the shot speed independent of ship speed, OR make the shots into hitscan with a longer recharge time. The 3d perspective (or perhaps its the environment) makes it very difficult to judge range to target and how much to lead by.
? https://forum.sketchfab.com/t/alternatives-to-animating-uvs/12830 they don't support it i guess people get around it with flipbooking the mesh IIRC https://help.sketchfab.com/hc/en-us/articles/203058018-Animations#timeframe or maybe blendshape/morph target trickery
I messed around with multiple UVs for this one. I didn’t put any effort into optimizing the UVs for the lightmap, just did a lightmap unpack and called it done. Still have to figure out how Blender manages its UV targets. model
Thanks for the feedback guys. @Skyline5gtr, I'm not targeting senior positions or anything, lol I'd be happy with entry level. Best of luck to both of us :) @Tobbo, it was recommended to do that by a recruiter but I agree, I'm not a big fan of it either. I'll take it out.
Is anyone playing this on PC? How does the melee combat work on PC w/ the mouse and keyboard? I've read a lot of people saying the game works better on the 360 with the Analog controls. Can you still target specific bodyparts on the PC version?
The target audience of this export plugin is mainly artists and companies who need to provide PSDs to clients or colleagues who may not have access to Painter. It doesn't change our plans to bring more PS tools in Painter in the future and really is a separate story :)
yup, Use a polygroup so you can hide and easily mask that area. Also set a morph target in its default state so you can use the morph brush and "erase" back to the original state should you affect that area.
Changelog: Vert Stitcher supports Edit Poly modifier with Soft Selection. Weld Verts not works when the source or target object have Edit Poly modifier on top of their stacks. Demonstration. Drop On supports splines(Editable Spline and Line objects). Demonstration.
I could be way off the mark here... but is this what you want?: http://www.garydave.com/jing/MorphFlatten.swf Edit Seems to work fine the other way around too. ie, apply the Morpher mod to the flattened mesh and use the original as the morph target.
I haven't personally heard about textures losing their res due to lack of polygons, but there is the case where extra geometry can help with mipmap res. http://wiki.polycount.com/ModularMountAndBlade?action=AttachFile&do=view&target=Modular_MountBladeMod_02.jpg has an example