Hello everyone. I'm working on an interior level. I chose to do the same method that TimeSplitters editor did. This is aimed at people who have experience with the way timesplitters works. Essentially the level is broken into tiles, and each traversal part of the level has a certain number of tiles it takes up, and a…
@MrHobo "Interesting read but this data seems a little skewed. Considering that Pollen VC is a company that "enables you to directly fund UA campaigns", this may be more of a marketing thing for them. Im not saying they're lying, just that it feels like they are only showing one side of the numbers." I agree the data is…
From the Max help file, FWIW... [ QUOTE ] IFL Files An IFL (Image File List) file is an ASCII file that constructs an animation by listing single-frame bitmap files to be used for each rendered frame. When you assign an IFL file as a bitmap, rendering steps through each specified frame, resulting in an animated map. (In a…
https://www.unrealengine.com/marketplace/en-US/slug/storage-and-attic-prop-pack This is a pack created from assets we are using to create breathtaking realistic environments. These assets are inspired from worlds we want to build. This pack includes 110 assets (each with material variations) to customize and fill your…
Hey everyone! I'm currently converting to 3DS Max after a few years modeling in Cinema 4D, and I have a couple of tools that I dearly miss in 3DS Max, or at least I haven't found anything like them in 3DS Max. Number 1: Translation step snapping Simply lets you move objects a certain distance at a time. I find this…
Hello,Is it possible to use GN to create a collection of randomly shaped objects, but while keeping neat low poly quad topology? Like so that you can increase the number of faces the object(s) have and it automatically keeps it quads? I feel it is, but can't seem to figure out how. Thanks
It would be astonishing to find that a 1bit alpha would cause so much memory overhead that it could cause the complexity of other objects/shaders to be scrutinized. BTW alpha can be added into a single 16/32bit TGA file, so why would it require an extra channel? Actually, looking at the current config. it would save around…
No, it doesn't affect exports as far as I recall, it seems mainly to be a viewport drawing optimisation issue - the UVs sometimes magically fix if you just stop moving the viewport and select a vert or something. And adding a Unwrap modifier shows the UVs are all correct. Blaizer: Well, viewport performance really depends…
Thought I'd update my results. I received a letter in the mail yesterday about my rebate. They are trying to say I didn't include my UPC when I sent in my form, so they sent everything back and asked me to 'correct the problem' and send it back. Since they didn't send the UPC back, and I DID send it in, I no longer have…
To be perfectly honest, I almost replied to MagicSugar about that comment, but decided against it. There's a lot of perceived ageism in this industry. However, this isn't usually down to a numerical factor e.g. you're 28, so there's no way you could possibly handle the duties of an entry-level artist. When most people talk…