I like the render quality, look very realistic and well integrated with the plate Physics are quite fucked up in that sim, the shuttle goes trough the building as if it was air, the shuttle should get totally designated by the impact Also the full simulation seems to go in slow motion while the cars and people moves on real time The ground destruction looks cool too, and the concept is interesting
At The Amsberry Law Firm in San Antonio, we focus on helping our valued clients resolve legal concerns that have a profound impact on their lives and long-term well-being.
This article is very detailed and meticulous, I have read many articles on this topic, but for this article, you leave me a deep impression and practical application to my life. Thank you for sharing. https://templerun.co
Ruslan Nazirov did a little write-up, talking about a nice way to create textures for modular environments.
Let’s imagine that you want to create a texture, which has different areas, related to the specific meshes. For example, sci-fi panels.
If you just randomly create these areas on texture, you will get bad grid snapping and as a result much longer mesh placement, especially for big environments.
How to avoid this? Texture planning!
This texture looks nice, but if you will cut actual mesh into the pieces according to the texture, you will get bad grid snapping.
All textures usually have square dimensions(with some exceptions). Which mean that if you’re making a wall, it would be easier for you to cut it into segments, according to the texture, if it also has square dimensions. For example, let’s take a wall with dimensions 4x4m. It’s really easy to split such texture into the pieces, which have a good grid snapping possibilities. Why? Let’s make some simple calculations. Our texture has 2048x2048px resolution. Which give us the possibility to split it into such segments in width:
In this case, you can make a wall with 4m width and 3m height and use only a part of texture for that wall. But in this case, you need to calculate available height, which you can use in texture.
It’s easy to do. Just add 1m and 2m heights and you’ll get 1536px, which you can use for wall texture. Other 512px you can use for something else.