For flat laces, you can also use the shell modifier, just make them using an extruded plane, and pop a shell modifier on top to give it constant volume.
Azzamat how are you creating those nice highlights and cracks on the shell? What texture resolution are you using just on this shell? Looks wonderful by the way. As well as the Crash Sketchfab.
This ruling changes nothing about the sale of software as such. You can still sell a license to your customer. The only difference is that you cannot forbid people to re-sell these license (aka usage rights) to others. Many software publishers allow license re-sales and some even help with license transfers. This is…
actually they are not making a profit on anything, but losing it. if you knew how hardware sales go, you know its like selling razors for the blades, or printers for the ink cartridges. sony and microsoft loose tons of money on each system they sell, only to hope and make up for it in game sales.i think the wii is the only…
The quickest way to unwrap a box is the mapping-flatten mapping for 6 separate shells or mapping-unfold mapping for a single stitched shell. The mapping menu is in the edit uvws dialogue of the modifier.
I'd recreate my work area but in a good strip club, with a craper for a seat, and food that would come to me, and work in there and not have to move. Just think of the smell...just think of the smell...
Onle last thing you guys are forgetting: Marketing is fucking aweosme, as are the geniuses who work in it -> [ame] http://www.youtube.com/watch?v=xBIVlM435Zg[/ame] Watch this and try not to get excited and inspired. I dare you, you guys have souls, right? Seriously, we're a forum of creatives, where is the camaraderie for…
From that wiki link you just sent: "When the renderer (or game engine) renders your game model, the shader must use the same tangent basis as the normal map baker, otherwise you'll get incorrect lighting, especially across the seams between UV shells." Going to check if this is the issue... Edit: No, ticking off " Tangent…
Ah yeah! I can definitely tell they are auto-packed. That is fine for some things, like if you're using a bunch of tiled textures on an object, however you really need to make sure that there is space for texture bleed in-between your shells. This is for LOD creation, which are frequently automated, having space for…