swordbreaker on 13/5/2012 at 13:47
It looks promising SH.:thumb:
Shadowhide on 13/5/2012 at 14:28
glad you like it :thumb:
swordbreaker on 13/5/2012 at 19:32
@SH
Looks good to me, and it would be better with a shadowmesh.
btw. We definitely need a repository for these contributions.
Shadowhide on 13/5/2012 at 19:41
@swordbreaker:
what exactly shadowmeshes do ? it might be silly question,but i'm not big into modelling
swordbreaker on 13/5/2012 at 21:11
On performance optimization, you can reduce detail of shadow geometry by using shadowmesh. And you create a material to define noshadow for textures that are used as a matter of course.
nbohr1more on 27/5/2012 at 22:29
Hard to tell what's happening in this shot (possibly the poor gamma of my LCD at work). Looks like a watery underground entrance to a fortress. I like the vegetation there, any more of it growing in those watery channels?
Shadowhide on 28/5/2012 at 07:22
Quote Posted by nbohr1more
Hard to tell what's happening in this shot (possibly the poor gamma of my LCD at work). Looks like a watery underground entrance to a fortress. I like the vegetation there, any more of it growing in those watery channels?
its lowest floor of abandoned builders cathedral
Melan on 28/5/2012 at 19:51
That's a nice example of murky water. Good job.