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Showing content with the highest reputation on 07/24/2018 in Posts

  1. 1 point
    So it appears Disney has enough of a heart to at least finish the Clone Wars series. For those who don't know, when Disney purchased Star Wars from George Lucas in 2012/13 and refreshed the Canon Disney essentially wanted to jump into Rebels as soon as possible though Star Wars The Clone Wars TV Series, which was on its 5th Season, stood in the way of that. TCW was immediately removed from Cartoon Network and its 6th season became a Netflix series and it's planned Season 7 and 8 Seasons where scrapped. Many stories from Season 7 and 8 became their own Novels/Comic book as these seasons intended to wrap up the story arc of some TCW characters. Some (Or maybe all) Season 7 episodes were in their "Skeleton" phase. Stories where set, VO work was done, though the animation didn't have it's final touch and was very "boney" to look at (imagine a normal TCW episode but on a really low budget.) I've seen those Season 7 "skeleton" episodes and I can say for a fact What are your opinions on this? Will you be seeing the new episodes or is the TLJ still fresh in your mind? (I feel the TLJ's failure is what brought this back, what with outraged fanboys boycotting Solo Disney must really be desperate get the Millions Solo would have been worth had no one boycotted it)
  2. 1 point
    Yeah, I've been going back and forth with that. I've tried it all connected but I just get too much distortion since the angles are inconsistent. The unwrapped polys I can make work at this point, but yeah, I totally get what you're saying. And yeah, it's basically a half-sphere, it's the base of the map. Exactly what @DarthParametric said. I ended up splitting this model a lot more than I had intended, but I think things will be much easier for in the long run, also considering I'd be making 5 different models.
  3. 1 point
    I'd hazard a guess that it's tied to mirrored UVs. Might need to try a fully unmirrored head and see what happens. Edit: OK, it seems like this might be an artefact of using GLIntercept? If I turn on solo mode and just run around using the standard game 1st person camera it seems to be smoothing across meshes properly on all sides. But when using the GLI FreeCam you get the weird shading issue. I guess it's related to how it doesn't re-render culled offscreen elements? Edit 2: Yes, my bad, it was GLIntercept. I didn't realise it previously, but by default it has a lighting adjustment function and that seems to have been screwing the shading up. By setting: AdjustGLLighting = False; in GLIntercept\Plugins\GLFreeCam\config.ini it is disabled and the shading in the game remains working properly. Apologies for besmirching your honour @bead-v.
  4. 1 point
    That's the unwrap. It's how you apply a 2D texture to a 3D object. Think about the sort of thing you probably did as a kid, making cubes and other shapes out of paper: It's the same idea, just in reverse. The texture will conform to the unwrap. You can use a template like that when texturing by hand.
  5. 1 point
    Right click on the game folder, choose Properties, uncheck Read-Only, hit Apply. And you really shouldn't install things in Program Files. That just causes problems.
  6. 1 point
    Okay, I think I have a map I like at this point...
  7. 1 point
    Congratulations on the new version! Cheers!
  8. 1 point
    That would make a lot more sense. There's a feature in Blender that basically does that. What I found to be the most odd thing, is that these little guys.... ....are mapped to literally the whole texture. I'm not at my comp, but the UV basically looks like this: I mean, I get that 1 side of the pyramid is all light, but c'mooooooon.
  9. 0 points
    Yeah, I don't like where this thread is headed. I'm going to lock it now.