Wow! Whether you read SA Forums or not you should read this thread: http://forums.somethingawful.com/showthr...mp;pagenumber=1 Either this guy is telling the truth and things are extremely sad in the White House, or he's a genius and a liar. Either way, try and read the entire thread - I've read up to page 16 (as of…
You can uv the base mesh so that the trim border is a continuous tiling strip. When you use noisemaker to create the pattern, make sure you set it to use UVs instead of the default 3d projection. I went crazy with noisemaker using this technique on the bread basket below :
Most recent work: British Rail Class 24 Cab: Also called 'Bread loafs' due to the body profile of the locomotive, or 'Fruit Machine' due to the strange looking control box on the right. Most commonly found in the UK in the late 1950s-60s. It was a pleasure to work on. ArtStation Thanks, Mike
For an actual use-case scenario, I'd probably lean towards yes. Switch(counter % weaponCount){ case 0: //stuff break; case 1: //stuff break; case 2: //stuff break;etc}
Cat = Merlin Dog = Gypsy. Gypsy has 1 blue eye, 1 brown eye, webbed feet, and as you can see, white paws and chest with black dots. she is a "Catahoula Leopard Dog". Pure bread, not a mix of lab and whatever else you think she looks like :)
my plan is to safe money and invest it in things. Just the right amount risk. So i´m not bound to Germany or so, but i also got a pension which i pay every month before taxes, so when im old i get it and can buy a bread or so
I've never heard of using UDIMS this way, to have one continuous strip of polygons to go from 1001 to 1002. WEIRD! It looks like texture filtering issues. Trying to wrap my head around this, I'm wondering if you could break texture filtering in a setup like this if you clamped the texture, so texture filtering would be…
Sorry, sometime people call it "planar anatomy", but basically the planes are the angle breaks that the muscles and volumes are going to create. It should be felt, even if subtle. It's going to affect the silhouette and balance of your character. Basic planes looks something like this :smile: . Even if they are a bit…
nice ship! heres some shotgun baking tips: Just remember for normal bakes: seams are unavoidable. hide them. you can hide them out in the open, just as long as they run along the edges of bevels or something else that makes sense for a break in normal tangency. UV breaks, and Smoothing group breaks = break in normal…
I would urge you to bevel the edges like mop suggested not break them with smoothing groups at least in some areas. Remember smoothing breaks actually break the geometry, and put two verts right on top of each other, like UV seams do. If you're going to put smoothing breaks in there, try to get them to run along UV seams…