Has anyone else had issues with weapons swapping places when dropping or selling weapons? Plus the whole list moves back up, which is really annoying if you trying to sell/drop stuff in the bottom.
Firstly, that made no sense. Secondly, game studios don't just sell to their home country. It's not like Nintendo only sells to the japanese or ubisoft to french speaking people. So demand in the US is good for all game studios.
You sell the extension in Euros, converting that to some other currencies causes the extension to cost quite a bit more. It would be nice if you could adjust the cost of the extension based on currency or at minimum sell the extension in US currency.
I was cleaning out my spam box when I came across this email. This software site claims that they can sell this software for so cheap because they are selling Downloads of OEM software. Take a look at the prices for PS CS3 and 3DMax and Maya. It's riddiculously cheap. Is there anyway this is legit?…
Well, speaking from >20 years of experience making art for games, this is unequivocally the wrong way to UV an asset like this. UV shells don't need to be stacked exactly atop on another when using a trim sheet. If it's tiling along 1 axis, you can shift the shells left and right along the trim to hide the repetition. See…
The problems I had were with it not using the correct tangent basis when it recalculated normal directions on rotated UV shells. I don't know whether it was simplygons fault or if the data was shit since I didn't make any of it myself (it's 50/50 tbh) I was in a hurry and had several hundred assets to pack so I simply…
Yes I agree, I think at the moment the skylight has a good level of secondary bounces, but the sun needs more to balance out the purple. This scene isn't meant to be the middle of the day exactly, more like late afternoon/early evening, but I think the time of day is having a bit of an identity crisis at the moment. Like…
Hmm, if you want to keep the 'low poly' approach, get rid of the shell/have the shell conform to the sphere eye mesh (because that's what's looking a bit off). Go for fully painted-in spec for the iris instead. I personally don't feel it matches the concept so well, but it'll still look good/better that way and it'll play…
I really like this but something feels off and I can't quite figure it out. The shells attached to the side, the attached rail and the breaching muzzle brake look awesome. The curved, organic pump and grip look awesome. But together, they look like they clash. I can see the shells and brake being part of a very aggressive…
I think generally it's fine to leave it offest. But it depends on where it's going. I have seen, in the distant past, that mirrored and overlapped UVs break TS calculation along the seam. The tangents and binormals go weird and invert on the seam, regular stacked UV shells are unaffected but if any mirrored seam is…