Keywords of the month! #May
#Haxe #CPP #C #ASM #MSVC #Book #Heapsio #hashlink, and so more ... Not forget to include #TD2 #TheDivision2 ;)
official daine visual archive
YOU ARE THE REASON
Lint Roller? I Barely Know Her
cherry valley forever
todays bird

oozey mess
EXPECTATIONS
Mike Driver
Game of Thrones Daily

roma★
Color Me Curious

ellievsbear
RMH

Game Changer & Make Some Noise
macklin celebrini has autism
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The Stonewall Inn
NASA
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@lowcraft
Keywords of the month! #May
#Haxe #CPP #C #ASM #MSVC #Book #Heapsio #hashlink, and so more ... Not forget to include #TD2 #TheDivision2 ;)

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random keywords
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PolyMaze
I introduce the Poly HowTo in this post, or, rather, Not To Do This!
My skill is poor ass this screenshot, the polymesh is the way I want to take for the long-as-life project, some methods to make a real poly model, first step! Stop this post and get a paper (please).
See you soon with this process.
> Face Off!
[english]
In concert, the use of Blender and Unity3D generate, as I thought, some adjustments concerning the realization of the models, indeed, the optimization being put in a 3D engine, only a face must have a material, blow, when exporting blender> fbx> import> unity3D, on a "complex" model, faces are not visible in a given angle, so the first step is to adapt the process of creating the model in Blender, to comply with Unity3D.
[french]
De concert, l'utilisation de Blender et Unity3D engendrent, comme je le pensais, quelques ajustements concernant la réalisation des modèles, en effet, l'optimisation étant de mise dans un moteur 3D, seul une face doit posséder un matériel, du coup, lors de l'export blender>fbx>import>unity3D, sur un modèle "complexe", des faces ne sont pas visibles dans un angle donné, du coup, la première étape est d'adapter le processus de création du modèle dans Blender, afin qu’il soit conforme sous Unity3D.