Modeling: -rocks far too lowpoly and too straight -actually, everything is too straight & clean right now. Move some verts around, make stuff crooked. -optimize bolts drastically. Either lose them or make them simple cones (no truncation) -optimize lock -metal bars are too thin and incorrectly placed -spikes too thick and…
it's pretty easy to code this with tangent-space normal maps. basic concept: save every pixel in to a 2D Array with it's current R and G (and B) Value (B will not change). R and G convert to a vector of 3 dimensions (while only 2 have a value, which is x for red and y for green and z is defined as following) with angle in…
Thanks to you for all this information. We just wrote an article in our web talking about this news: https://jugandoenlinux.com/index.php/homepage/generos/carreras/2-carreras/1236-tras-bastante-tiempo-sin-noticias-drag-continua-su-desarrollo Cheers!
If i had the same problem i would probably try fiberglass mesh (insect screen) because i can have access to it easily and i'm a cheap ass mofo. http://www.manufacturer.com/cimages/buyLeads/www.alibaba.com/1231/m/Fiberglass_insect_screen.jpg?dur=1163
Nice! Cool to see it all laid out. Also how detailed the normal map is. I have tried some 123D Catch stuff (like my shoe hanging from string in garage) but the results were pretty bad. I wasn't too good at it.
ai caramba! Looking tight there arsh! Now you just need to post some wires so i can copy you! :P Btw, dont make any more posts! You have 1234 posts! The universe won't be aligned properly again until you've made 12345 posts!
This is going to sound like I'm gloating, I'm sorry about that. I am not posting this to rub it in anyone's face, but to tell you about some of the pitfalls of "The Thing That Should Not Be". Uh...? Specks I guess. Yeah, wait no. So in April of 2024 my beloved gramma died at the age of 92, of not wanting to live any…
Just use enough triangles to make it look good at the angle and zoom you intend game players to view the asset at. Here's an explanation of the anatomy of a sword: https://www.google.com/search?rlz=1C1GIWA_enUS570US570&q=anatomy+of+sword&spell=1&sa=X&ved=0ahUKEwjroJC8k-fXAhVIxVQKHc9UB2oQvwUIJSgA&biw=1230&bih=821
hey guys I'm planning to make some new healing wards for Juggernaut but one thing I couldn't find is the healing ward's technical requirements. Does anyone know what is the triangles and texture limit? P.S. I extracted the default ward and Kuur-Ishiminari ward. The default one had 3366 tris and Kuur-Ishiminari had 1231.…