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Cody.Rauh

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  1. We are currently seeking someone who has the ability to set up communication between database, socket server, and game client. Platform: Windows/Mac Game Client: Unity 3D Socket Server Solution: Photon Server Database: Godaddy ( vps ) windows 2012 r2 Here is the game website: http://www.wildorigin.online/ Thank you
  2. I recommend blender, even though it can be challenging due to some of the aspects which are less automated as maya/3dmax. It is terrific for mechanical and prototype models. Even can be used for 3D printing and real rapid prototyping. I would recommend sculptris for organic, it has a built in texturing tool which is brilliant in combination with Photoshop for finalization. I hope this was helpful and good luck!
  3. From the album Trouble Shooting

    End product after being able to fix texturing obstacles.

    © All Rights Reserved - Cody Rauh

  4. jTippetts! That worked! Words cannot express how appreciative of the time you spent working with me to help me through this. Very much, without doubt, and beyond all words excited to get past this problem. Thank you, thank you, thank you! [sharedmedia=gallery:images:2323] End Product after overcoming the texture problem.
  5. Any ideas where I am going wrong Jtipetts?
  6. Whenever possible stick with a constant unified theme and art style. example when I see franchise games, or a popular title I nearly can always tell which game it is from even if has multiple worlds and characters. You want to be brand minded when developing things, cause you want people to see things and instantly think of your product. [color=#696969]Ultimate goal is... you know this reminds me of ( your product! ) Pixel land.[/color] [i]not[/i] [color=#696969]Pixel Land reminds me of this, and that, and such and such from that other game.[/color] Having a constant unified theme/style will help you achieve this.
  7. I am not sure your experience with games or game development, but if you don't have previous experience in developing a game then I would suggest teaming up with another person on a project. Most people who successfully lead projects have experience in the industry, or multiple skills sets which help them overcome the inevitable hurdles. There are so many things to consider beyond developing your game, things which no one person themselves can have the expertise or knowledge to deal with such as marketing, copyright, project management, finance, etc etc etc... Until then keep working with your concept work, and don't worry too much on the if a game should be 2D or 3D an experienced asset development team will be able to produce either from your concepts.
  8. Hello omatase, From a content creators perspective the best way to explain cell shading is taking 3D objects and giving them a 2D look for feel. Examples would be Borderlands, Zelda Windwaker, No More Hero's, or Paper Mario. Typically cartoony, anime, painted looking 3D objects. I would say yes your first url is, the second url definitely is not, as it looks to at least attempt to give some realistic shading value. My recommendation is to find a popular title, show it as an example, give clear description of what aspects you do and don't like, things to emphasize on, etc. I hope this helps!
  9. Could try the [url="http://unity3d.com/"]Unity 3d[/url] asset store which is accessible through their platform. though not sure if you are able to use their assets outside unity projects. I would do some checking, but it is at least one lead for you. cheers, Cody
  10. K I understand what you are saying. I am following these steps. Problem is when I baking my atlas, it ignores the previous steps and simply bakes the material as put in default with incorrect mapping rather than the version with side wall texture brought in through uv/image editor where the uvs are fitted to scale it correctly. I believe I am doing something wrong either in this process, or in how I brought in the image to fit the uvs to. Not sure, its a simple step for sure, and very close just don't know what I am doing wrong.
  11. So here is the steps I am doing. 1. I build the model. 2. I mark the seams 3. I unwrap the section 4. I unwrap the rest of the model. 5. I apply materials. 6. for the sections of the side wall, I load the image in the uv/image editor. 7. I then create second layer of uv's. as you instructed. 8. create a new image. 9. I then bake and then it bakes the materials as they are default to the material/texture importer, ignoring the sections marked and scaled correctly. If I click between the uv layouts, I see the correct looking version on the model, but it is not atlas'ed if I click the second uv layer it is in atlas but acts as if I did none of the uv work on the first uv layer.
  12. Any chance we could speak via skype, I am following the instructions yet not getting the intended result. Would be helpful to do a share screen and talk. As said willing to do some modeling for you in exchange for the time as payment. Something about what you are telling me to do that I am missing.
  13. Do you know how to make an atlas in blender, is this the same as a bake map?
  14. I guess what I mean to say is I worry about the uvs being overlapping, cause if I render shadows and lighting to this then you have tons of images now for each section. I need to have one single image with all uvs, and all shading.
  15. Right now I have two images... the one for tread and rim, and one for the side wall.. How do I insert the second image into the bake image in blender so i can scale my uv's into the area which I have marked with the red box? [sharedmedia=gallery:images:2314] Do I need to save the bake, do this in photoshop, then re-import the texture as a material and then designate the layout by object uv? Cause I know once you have a bake map, if you re import your image, and your item still has same uvs, and you do uv layout mapping it will apply it to the object correctly and allow you to do the bakes to the entire object for shadows.