1,059 Commits over 3,683 Days - 0.01cph!
updating female material/textures: Added more pubes, smoothed out rubbish noisy details on the face, hopefully less ugly. Fixed some normal map bake issues on the face.
checking in crossbow materials for alex
Landmine + everything except lods
updated plate armour textures/materials
updating metal plate helmet textures/materials
female character , textures and lods
pistol and all the files!
bone club fbx + mats + textures+ lods etc
fixing rotations and scales of rpg fbx's
smoke grenade fbx + lod +prefab + materials + textures
rpg 4, fbx + prefab + textures + Material + lods
RPG type 3 fbx + prefab + textures + material + LODs
fixed bullets in pistol texture
rpg 2 + lods + prefab + textures + material
updating revolver textures and material
smg + prefabs + textures + materials. smg is split up into seperate meshes for helky welky
rpg fbx + textures + material + lods + prefab (lod needs improvement)
bean can grenade fbx + lods + prefabs + textures + materials
3 new heads fbx's, prefabs + materials
skull fbx + prefab + mat + textures
updated lod uvs for the torso
playerskin2.tga was moved apparently :s
playerskin2 materials plus textures
hands and feet prefabs + fbxs
Altered playerskin1 material to use new materials. Seems that by auto-default it selects skin number 2 rather than 1? Probs not a biggie.
Will be updating the rest of meshes now.
* added new torso and head fbxs
* added the new prefab
* replaced the player 1 skin textures to match the new mesh uvs
* updated the playerskin 1 material
* deleted old playerskin1 textures
Textures: Normals for default head (works with fixed torso) and normals for new head.
Composite map for skin shader.
Highpass map.
Materials: Player_skin
Update: Fixed vertex split = new mesh (updating soon)
New mesh = rebake of normals.
Updated uv maps to make better use of wasted space.
Notes: Materials/Textures will not work with old meshes because of the above. Even using old uv's the normals would not work because of the broken normals.
head 2 albedo and normals
checking in all new blendshapes for head 3 plus textures. Blends work in max so they should work in Maya for alex. Hopefully.
checking PO for head 2 - default
fixed origin points for happy/sad/default. Think I fixed PO, alex will have to check.
fixing nose and adjusting origin points of the morphs for head 2
adjusted origin points for the morphs for the 3rd head
checking in morphs for head 1