Ok, so first things first. This is a test mesh I created to show off 3Point Shader quality mode. What that means is this mesh was created specifically for a synced normals workflow and to show off the benefits of that workflow, there isn't an excessive amount of uv seams, in fact there are less than I normally would use…
FWIW, the odd thing about the request is the bizarre requirement of documentation. This makes it sound as if whoever is formulating the request isn't familiar with what they are looking for, since the software features an online help. For the record the documentation link redirects to…
For that asset, as well as others like it in Madagascar that is simply 2 materials on the same asset that line up with eachother. Material 1 is texture A and B where A and B heightmap blend together and Material 2 is texture B and C where B and C heightmap blend together. Since both materials share texture B the two…
If anyone is interested, the website has a mini-game where you're rewarded with a couple of short clips and some concept art (Optimus Prime and Megatron (I think) are in the concept art): Just go to http://transformersgame.com/ and wait for the intro movie to get done playing - when you're on the screen with the destroyed…
Scripting is likely the best way. set up a state machine. Have a state for moving and for standing still. When transitioning from moving to standing, or vice versa, store the heading you want to return to in a variable (like say var vector3 LastHeading) In the moving state, the function for looking around always returns…
I'm doing some freelance work and it involves rendering a product into different parts as layers. The layers are assembled as one product and uploaded into a website where the user can manipulate the layers with different materials colors etc., My contractor had a previous developer write scripts for the rendering process…
A - Bad, because you have 8 Tris instead of the 6 you get in B-D B - I use this method; it's nice if you come back and mirror the geometry later C - I avoid "triangle fans" at all costs. They can cause weird normals, mirroring can cause weird triangulation... it's just a bad time, personally. D - This one works, but I'd…
Hi! These strange times made me rethink some points of my life and I decided to resurrect idea, that was buried more than 2 years ago - single player, story driven adventure game. Better to try and lose, than not to try at all)) Project is a “bit” ambitious for me and will take all my patience and for sure all my spare…
Check how it looks when materials are applied, and it’s put in a scene with lighting and camera angle. Many of these tiny issues become essentially invisible, in situ. But yes, triangles and ngons are ok, as long as they don’t adversely affect the shading. Usually fine on flatter areas.