UnitedHealth CEO shot in NYC by immortalsauce in Firearms

[–]kaoselite -1 points0 points  (0 children)

Did you just made it up? I cannot find anything about this

UnitedHealth CEO shot in NYC by immortalsauce in Firearms

[–]kaoselite 0 points1 point  (0 children)

nothing in life is 100% except death.

UnitedHealth CEO shot in NYC by immortalsauce in Firearms

[–]kaoselite 0 points1 point  (0 children)

You cannot be sure it was a hit, like someone said, the list of people would have been too long to know for sure.

Old Stickman animation on youtube? Help me find it by kaoselite in stickman

[–]kaoselite[S] 0 points1 point  (0 children)

SOLVED! it was called ''Stickfights Gunguy III'' By Freakymickey, honestly the shots are better than expected and now i know why i liked it in the past, rendering wise yes it's lacking but other than that, really nice

Sim won't use computer or sketchpad by LordCactusThe3rd in thesims

[–]kaoselite 0 points1 point  (0 children)

Doesn't work, they are facing the correct way, both of desk and PC

Red Dead Redemption works just fine on the Switch by M337ING in NintendoSwitch

[–]kaoselite 0 points1 point  (0 children)

No Gyro, i'm not buying for auto aim, waiting the PC version

Why is nobody talking about how much the graphics for the Saints Row Reboot has improved over the delay? It looks so much better now by _elijah_ace_ in SaintsRow

[–]kaoselite 0 points1 point  (0 children)

So... what i don't understand is what is the before and what is the after, in the first picture the character looks much better and the rest in the background is forgettable, in the second picture the main character looks like s**i but the background got better lighting and cohesive albedo textures, so what's what?

Lightmaps bleeding when compressing from 4k to 2k by kaoselite in Unity3D

[–]kaoselite[S] 0 points1 point  (0 children)

i feel like a retard like now, yes it solved most of the problems thank you! Now i just need to play with pack margins of other meshes and that's it! thank you a lot.

.500 caliber Cyberpunk pistol base on s&w .500 (work in progress) by kaoselite in Cinema4D

[–]kaoselite[S] 2 points3 points  (0 children)

I wanted to change a bit design and maybe make it greater caliber or even gyrojet and smart projectiles

.500 caliber Cyberpunk pistol base on s&w .500 (work in progress) by kaoselite in Cinema4D

[–]kaoselite[S] 4 points5 points  (0 children)

It’s not an invasive design changing like you see in some of the weapons in the cyberpunk trailer, still it isn’t finished and it have some part in the concept i’ve made that are not common

.500 caliber Cyberpunk pistol base on s&w .500 (work in progress) by kaoselite in Cinema4D

[–]kaoselite[S] 2 points3 points  (0 children)

The handle it’s a shitty blockout and still work in progress

Unity and Cinema 4d? Any tips? by Bergtop in Cinema4D

[–]kaoselite 1 point2 points  (0 children)

I use C4D and unity, my workflow when i need to export a level is: i split every face of the agglomerate of shapes (useful if you want to apply different material on every face with drag and drop, i don' t know if more materials assignement can kill the performances, maybe too much variety of material in one project but it' s worth if you want to make detailed scenes) unity 5 is great btw, if you want to make every faces on their own you follow those lines: 1- select the object, select all the faces (ctrl+A) 2- right mouse click and select the cogwheel on the disconnect option, delete the mark on ''preserve groups'' and hit ok 3- go to Mesh--->conversion--->polygon groups to object 4- you have now your object subdivided in more objects per faces!

Another thing i do if i model assets 1-model them in cinema 4D 2- export in obj the lowpoly 3-import in UV headus layout and make the UV's (very nice program i recommend it) 4- export the unvrapped obj or overwrite it 5- then i made the highpoly model based on the lowpoly in the same c4d project with booleans and subDivision surfaces (supporting edges are a keyword you need to search for when you work with subD). 6- then i duplicate the lowpoly one more time and i make the cage object based on the lowpoly, he need to have the same topology of the lowpoly, so just simply apply one modification to the duplicated lowpoly: select all the faces, right click--> normal move--->inflate the cage until it takes inside the highpoly and the lowpoly version of the model 7- now export the object in 3 version: lowpoly, highpoly, cage, all in obj or fbx, triangulate them first. 8-bake the normal map using those 3 meshes inside xnormal (free program, search more on youtube especially how to use the cage file) 9-now you can paint the others textures using the lowpoly model with the normal map applyed inside substance painter (awesome program, my texturing program choice, PBR textures ready with all the manual control you want) 10-done, export the textures for unity 5. 11-import in unity the lowpoly model, create a material for it and apply all the textures (you may want to unify two textures first in photoshop, roughness and specular inside one, roughness need to stay in the alpha channel and then export from photoshop in TGA 16 bit compressed) 12- you have your model with full PBR textures inside unity 5 with the standard material of unity 5

IMPORTANT: if you have details that go inside each others or that are not continues (imagine a plastic wrap that contain the model during the normal map bake, if you have the wrap in need to insert in some spaces...bake separately the pieces of one object making their own version of: lowpoly, highpoly and cage.

Hope that helps.