The bugs related to zipping have been tracked down and killed -- thanks Pynion and C86G for reporting! Elod.H: Although the beta is over we're looking into resetting the trial on a global scale, seeing as the new release of dDo introduces such fundamental improvements. On this note, I'm absolutely stoked to announce dDo…
Ok that's what i thought :D :D Yeah maybe i should do soem testing before adding those loops, i think the sensation of freedom (compared to the harsh polycount limits at work) made me a bit too enthousiastic haha Yeah, usually i keep all the separated pieces as one mesh tho, so one big bake is enough once i got the good…
Simple Questionnaire 1- H, D 2- E and maybe B 3- E Rankings 1. A , I , C , E, M , G, K, L, F, B, D, J, H 2. H, D, J, G, F, D, K, L, M,B, D,E, G, C, I, A Advanced Questionnaire 1. D 2. I 3. B 4. J 5. H 6. A 7. A 8. I 9. F 10. H
This is a great start! This could use a little personality, you can tell a little story with something as simple as a bouncing ball, and thus engage your viewers (and yourself!). Think of the simplicity of the Pixar logo animation with the light jumping on the ball, the shapes and scene are as simple as it gets, and yet it…
Hello, I am an indie game developer working on a first-person 3D narrative game (mid-poly, atmospheric/stylized — not photorealistic) built in Unity 6 URP. The game spans five distinct environments ranging from warm domestic interiors to cold institutional facilities to overcast outdoor settings. The same room geometry is…
The code in the Combining Powers section on this page shows you how to generate the distance field for an ngon https://thebookofshaders.com/07/ At the end he smoothsteps the distance field to get a nice antialiased mask - if you subtract from the distance (offsetting the zero point) and abs() the distance field you will…
curious how many segments on Icosa? EDIT: nvm figured it out, its on 2 Icosa with Turbosmooth and then splitting it apart. Way better than slicing technique but surely will come in handy for tools that dont have slice tools for example :D
Project: Prospera - a Renaissance-era island logistics city builder (think non combat Anno in pre-industrial Mediterranean) Developer: Velarion Games (solo indie) Engine: Unity URP Type: Freelance / Contract Timeline: ~4–6 weeks after a paid test task (flexible, quality first) Budget: $3,000–$6,000 USD for the full scene,…
If you have subdivision levels, there should be a slider under Tool: Geoemtry that you can use to step up and down them (D and Shift+D can be used as shortcuts for this). Note: If you hit D without subdivision levels then it will turn on dynamic subdivision, which is basically just a preview and not the same. Sounds like…