yep it's striped so the indice 12345678... mean faces 123 234 345 456 etc the duplications are a way of continuing the strip without the face being visible so it's visible with wireframe but not without obviously you need to solve the ordering issue .... could be alternating :)
Got her Retopped, Shes a little more dense then I would like but will leave it for now to get a cleaner bake. Will probably try get her below 13k tris, there is alot of edge loops i can delete and some faces that wont be seen.
There's definitely some lighting work to be tightened up. My take on it is that you're introducing too many colors. It's a bit unfocused. There is so much awesome art on this that the lighting needs to be there too. It's 98% of the way there. It's also 135% Bioshock vibe which is working really well.
how could i forget interstate 76 and shogo ?!?!? been trying to find shogo and havent suceeded its not on any store... i rembmer playing interstate on my pentium 133 , really rocked the world along with a kiddy game called "mortimer" eheh...
1169 vertices 136 vertices They do fit together its just I put them separate... I don't know how to use any map but the diffuse map... plus im farely new to the modeling thing or any kind of art really
Working on 1.2 Cloth sim bake prototype is working, now I'm working on custom bones setup cases. #b3d #Ossim #ue4 pic.twitter.com/lzAImWaTjq — Peter Gubin (@GubinPetr) October 24, 2018
I also thought the lax security was a little odd, but then I figured that the group was well within the sights of any security hidden from sight. I still have to read 119 through 123.
I think what you want is decal projection mapping. Here's an example in the game Trackmania 2, skip to around 2:10 https://youtu.be/CkH5ECGgzig?list=PL5_4wSZ-XuFwIiouoaD2Pf_isVMFiBQdB&t=136
https://s.yimg.com/fz/api/res/1.2/d3lUeHMMvPpo.dOpH5KnLg--/YXBwaWQ9c3JjaGRkO2g9OTk2O3E9OTU7dz0xNTAw/https://designresearchla.files.wordpress.com/2013/01/master-and-commander-the-far-side-of-the-world-crowe.jpg Arm patches look like a cube block of wood. I'd make them a little more organic/cloth like.
Thanks, Hoverbike was made with no concept ( directly from head and modeling as I go ). Engine is based on 13B rotary engine. It's NA engine on ITB. Procharger is there to boost rear hover thrust modul. It's not conventional way. Gonna put engine in Unreal to fire up this baby..