[ame] https://www.youtube.com/watch?v=7DBpxPDl2Dw[/ame] here's an update so far. i decided to not use the floor meshes because it would seem too static. I tried utilizing world position offset on my meshes, but the vertices were glued to their locations whenever i tried to give it any rotation rate. The textures were still…
you could try to orient the zip parts based on the normal direction of a poly plane. basically create a zip part at every vertex of one side of the plane and make them aim at the corresponding vertex on the other side of the plane or use the normal of that plane directly. that would give you a lot of control with a quite…
Actually it's totally broken on smartphones. I would actually test it on multiple devices or use the debug features of Firefox or chrome. Right now on my phone your front page's links smash together, and I can only enter the first gallery. That gallery shows images larger than my screen and I can't zoom at all, so I'm…
Thanks, good to hear some thoughts on this. Unfortunately I can't explode it because the bolts are part of the highpoly (which is an imported Zbrush piece). You don't get too close to it so I think modeling out the bolt would be a bit excessive. Default option isn't working so I'm out of options. I think I'm going to have…
The least number possible to get the job done. ;) It's a difficult problem because you want more probes where there are high frequency lighting changes, like on the edges of light frustums or shadow terminuses. Also depends on what height the dynamic objects can go vertically. Need two layers minimum. More if there are big…
You've got a nice pattern going for the bark. Here's some critique! 1) Your render is incredibly dark and difficult to see. 2) Your material should have some larger forms, whereas you've just got small forms. You could add large vertical strips to add to the height/normal in order to make the material not so flat. Or, you…
Here's what I found: And I'm using a flat normal and nearly black specular. This particular model isn't set to use an external parallax map, only the diffuse alpha, so it might be different from the glacier. The valleys move with the camera, creating a sense of depth. I made more variations since this screenshot, but the…
When you pack multiple tiling textures into one atlas, then there are a few ways to isolate the individual textures. If you don't want to do fancy shader work, then you need to arrange the textures side-by-side on one axis, so you can tile across the other axis. If the textures are placed side-by-side across the width of…
Not sure why you'd want to fix the "blockiness" in the normal. Basically, it looks blocky because it's describing the difference between the hi-poly normals and the low poly. The blockiness look is from the low poly. If you smoothed it out, it would then look low poly. Make sense? If that's not what you meant, and you're…
Anyone? I don't understand it. I tried do everything, yet problem still exist. Why this seam is visible even without normal map? That shouldn't looks like this. I fixed problem with that cube which I posted earlier, but on more complex shapes you still see some problems on conection between base and mirrored part. A lot of…