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  1. You're so weird, man. I like it.
    2 likes
  2. Don't listen to him! I'm mafia! Lynch me!
    1 like
  3. Although the gameplay looks pretty awful from this video, I'm excited because it means that we now have some more art references for RA2 units, which is great!
    1 like
  4. I'd like to point out that there are subtle differences between an arid environment and a semi-arid environment. The intend with this particular scene is to border towards semi-arid, mainly to support plants and a few spots of green to break the otherwise monotone of a hot and dry true arid environment (or also known as a desert). I was forced to take a break yesterday but I hope to continue working on this. I did encounter an oversight with one of the assets - the larger rock pile - in where I incidentally applied alpha blend in regions where plane UVW causes stretching, so I'm going to have to pull that out, update it, and re-populate it in the scene, a manual process. You might wonder, what's the big deal about a bad alpha blend? Well, know that I am utilizing hand-painted application through vertex painting, so all assets look like these when viewed individually in 3DS: I no longer work with box UVW (unless the target mesh is literally a box-type object!) due to the seams it creates. The grey cliffs that are part of the main terrain for example use a separate UV channel on the main cliff mesh and the two adjacent transition meshes to create a smooth texture flow with no edges. Pushwall uses similar methods in some APB levels. Edit: Solved this already by just re-painting the merged mesh collection within the main scene, herpaderp.
    1 like
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