Hey who was making a super hot game on roblox? Whatever happened to it?
no clue.
but i accidentally made a thing a little while ago.
if you wanna try it, i have it up here.
The controls are a bit jumpy but otherwise it’s a blast.
but seriously, how’d you get so many tracers to work at once? i got maybe… 20 at once before i saw noticeable drop.
You don’t use physical parts.
I use Line Handle Adornments
the only physical part is the gun it shoots from.
Well here I am again, I got bored so I made this silly thing under two hours, as always it turned out decent. I don’t have much use for it though so I’ll probably throw it to the RoVerse guys, lul.
I tried to model a low poly dergen - erm, dragon. -cough- sorry, friend’s typo getting to me…
Looks too pokemon for me to like it, but it is pretty low poly, only 620 faces (1100 polygons, the most being the eyes)
Although when I remove smooth shading on it, it doesn’t look too bad…
Is there any way to get rid of the sharp edges yet still keep the flat shading on the faces? @maplestick @GregTame
Beveling and subdividing are the only ones i know. There;s also bevel shaders but those only work in blender itself.
Actually i might have misread, could you rephrase that sentence?
khed allows you to group faces into different smoothing groups manually.
It took me two years to write code to make a flag go up and down.
Most of the time was not spent writing code, but still.
I might have to commission you for my planet generator project…
Buuuut, does that apply via export?
While listening/watching the Rat Pack performing in 65 on my other monitor, I got into the mood to work on a new build:
gotta have Liz from The Chairman on stage, she’s a family legend.
Yes, just make sure to apply the modifier before exporting.
I’ve errr… made nothing…
Lazy af
I rarely talk about what I am working on, but here is some of the stuff I am working on for a multi-faction based post-apocalyptic RPG;
(Warning, sorta image heavy?)
are those made with mesh parts?