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Posts posted by Arcturus
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It will probably be in a beta / alpha state until it's fully stable. There are new builds published every day with newest changes and fixes. Just download it, test and report bugs.
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This is kinda neat:
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I experimented with sun settings a little bit:
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Right, so Eevee is pretty radical, but one thing it cannot do is clip the specular effect. Let's say there are two objects, one in front of the other, and then a light behind the first one. Although the first object will block shadows from casting onto the second object, the specular effect passes right through. Needless to say, this looks bad.
Can you show an example of what you mean?
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Here's the blend file. First layer is cloth physics simulation. Then I exported it to .mdd file and re-imported using mesh cache modifier (second layer). To export use "md3 (+shaders)" addon v1.6.4. There's another one that doesn't work.
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I don't know if you can set FPS per model. Right now there's one script per map where FPS is set. It's tied to game's FPS here. You could make a shorter version but I don't know if that would have any benefit. You could make a static LOD.
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You can make a convincing web texture using cloth physics in Blender.
Here's the md3 file. It's 275 frames. I can export it in different size.
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No, this .ase exporter exports material name from Blender properly.
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The best Tomb Raider game is of course... Indiana Jones and The Infernal Machine
GOG has released it recently. I played the demo almost 20 years ago and remembered that I liked it so I bought it and I'm currently in third map. Naturally, It's very primitive by today's standards. Controls can be unresponsive. Shooting is clunky, and there's a lot of it. But it's not too difficult. The default control scheme is terrible, and game crashes when I try to make a new one. So I ended up editing one of the existing in a text editor. Somebody said in the reviews that GOG version has a bug that prevents game to be finished after certain level, haven't got there yet. You can set your resolution to HD. Maps are pleasant to look at and there's enough variety so far.
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This would have to be only a visual effect, not a real light.
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How about such effect (quick mockup):
It could appear as player gets close to door.
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Your plan is to attach tiny portal screens to handle plates like in this video?
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Works great:
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While you're at it, could you also looks into "custom" vertex normals issue that I mentioned here: http://forums.thedarkmod.com/topic/19426-exporting-models-from-blender-into-tdm/?do=findComment&comment=421539 ?
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BTW, a new trailer for the "Next gen" came out:
It's a feature length animation (financed by Chinese I believe) from a Canadian studio Tangent Animation. Apparently Netfilx has bought the rights to the film. Animated and rendered entirely in Blender / Cycles. Studio hired some in-house developers to improve Blender and hopefully those changes will find a way into official Blender release.
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It's the same reason why I never learned Max. At work I use it only to convert .max files to .fbx so I can import them to Blender.
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Decent work, although it won't make me change my mind over Blender (i.e. stay away from it).
And why is that?
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Useful Blender addon. Automatically creates bones and assigns them to objects. Useful for exporting rigid body simulations from Blender.
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All about blender
in Off-Topic
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Normal map baking has has been in Blender since forever.