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2023-11: Warosu is now out of extended maintenance.

/3/ - 3DCG


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File: 121 KB, 923x923, m249parassforblendswap.png [View same] [iqdb] [saucenao] [google]
744294 No.744294 [Reply] [Original]

>> No.744295
File: 123 KB, 1022x1022, m249parassforblendswap2.png [View same] [iqdb] [saucenao] [google]
744295

>> No.744300
File: 19 KB, 276x362, 1567266217110.jpg [View same] [iqdb] [saucenao] [google]
744300

>> No.744536
File: 214 KB, 1286x660, rpdss2.png [View same] [iqdb] [saucenao] [google]
744536

>> No.744559

Posting in autismo thread

>> No.744563

>>744300
looks like Shlomo.

>> No.744567

>>744536
u got shading issue bro

>> No.744611

>>744567
Ask me how I know you don't have a child bride.

>> No.744652
File: 29 KB, 744x699, blnd.jpg [View same] [iqdb] [saucenao] [google]
744652

>>744567
Not relevant for the engine this model is made for.
You can have: flat shading, phong shading, and if you want to mix the two you have to edge split.

The only other shading methods are ones only relevant to terrain blending, as far as I'm aware. You can also make "toon shading" shaders, but that's another topic.

On the model you can have normals facing in, facing out, or double sided. That's it.

Anything more has to be done via normalmaps.
Which would be pointless because I allready put in all the detail I'm doing via the model itself.

Also per-weapon texturing would waste all your ram and texture memory when used on over 200+ weapons: and I want this to run on 32 bit machines which can only address 2gb of ram for any single thread.

>> No.744653

>>744567
>u got shading issue bro

No I don't.

>> No.744655

>>744653
why