I can't access you file (I'm at work now) but if you've a distance map with variation of grey, plug your photo texture on a directional wrap node, with your distance map as the bottom input. with a strong intensity and a angle set above 45 degrees it should give you what you want.
Is it just me but selecting the edges for the second chamfer takes a very long time. I am making a larger grate but I mean... I selected edges for like 45 min last night and I don't even have all of them yet. Is there some trick to selecting edges that I'm not aware of?
For 2D sprites that are broken down into smaller pieces like this https://www.spriters-resource.com/download/101134/ And put together into animation like this (starting 0:45) https://www.youtube.com/watch?v=XzmSgC6tfP0 Is this usually done straight inside Unity or in a 3rd party software? If latter, what software is most…
I have spent the last 45 minutes just trying to guess 5 numbers. It's pretty ridiculous. Here, you guys have a try.. http://www.tez.id.au/ I got the first one a day ago and now I am hooked. Its just a fucking number guessing game. Arrggghh.
When we're doing crunch at Avalanche it's usually 3-4 days/week a 2h for a week or two. I'd say I've done about 48h of overtime this last year, so nothing basically. That being said, I'm generally doing 45-50h weeks on my own..
I would avoid laying a piece at a 45 degree diagonal, it will be harder to texture and you may get weird anti-aliasing and artifacts. I would also make UV splits and hard edges on edges that are near or over 90 degree angles. What is your target engine?
these are really cool. i can see some ump-45 in there, some kind of russian smg designs, and something about the overall silhouette reminds me of the older german smg's as well. Has a very tough, utilitarian look -- like it might belong in one of those Metro games.
Generally, while modelling, I harden any edge that's over 45 degrees from the next face, otherwise it starts looking weird. If you for some reason need smooth shading everywhere, you might have to start beveling some edges/adding support edge loops.
It looks good, but would the eye be visible ingame? Because most players would know its a ward just by seeing a gigantic eye and the 45 degree view might obstruct the eye. And i'm pretty sure that wards kind of need that giant eye thing or else it won't be accepted.
Did a little work on this, added a haystack...Well one hay stack duplicated. I may try to add a cart next, then some grass...but one thing at a time. Good height for the haystack? width? No bump map or anything, just a texture map...Time 30-45 minutes?