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By Alexandermb · Posted
For skin tone issue i'm experimenting with a toga: -
By Alexandermb · Posted
i would like to figure a better way to make Spiky hair a plain mesh like the hair of Guile from Tekken: But the hair has been the most complicated shape of baking in blender because from geometry nodes it looks beautifull but it only work's as hair cards. i removed noise from hair normal map but left it on the beard or short hair or it will look plaing wich it isn't the objective. -
Hello Thalatta, I'd like to refer to the OP. I understand the intention of this thread to be that individual points of criticism may be posted here. All too often, lists of suggestions are posted here in one answer which then become the subject of discussion, even though each of them would be better off in their own threads. I feel it is too early to start a separate thread with a poll. The power of the first draft is too influential here. Perhaps it would be enough to discuss the individual topics in separate threads and, if some are likely to receive more support, to launch a poll if necessary. However, this does not commit the developers. Please bear in mind that probably many people do not read this catch-all thread.
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If the units are in a blob, it’s almost impossible to do that to end with a specific number of units selected, BUT instead of a selection box, clicking also works. One still has to manage to hit the unit, which can be a bit cumbersome if the blob is moving. I think CTRL+right click on portraits should remove a random (or some other criteria) unit from that selection, or at least I keep wanting to do that. But what you said is indeed useful.
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@vladislavbelov btw per civ is it better to have 8 256x128 textures or one 2048x1024 for all 8 heads but with 8 separate meshes, with identical geometry but different UV. (Sadly we can't specify atlas position in actor)
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