Gamedev \ Game Modding

Tools \ Engines you've used to make your own games or mods?

  • Unreal Engine

    Votes: 9 56.3%
  • idTech

    Votes: 1 6.3%
  • Build Engine

    Votes: 2 12.5%
  • Unity

    Votes: 10 62.5%
  • CryEngine

    Votes: 0 0.0%
  • GameMaker Studio

    Votes: 1 6.3%
  • Adventure Game Engine

    Votes: 1 6.3%
  • Godot

    Votes: 1 6.3%
  • Source Engine

    Votes: 2 12.5%
  • Other

    Votes: 5 31.3%

  • Total voters
    16
It is target welding. Look at the tool selected on the right.
Yeah I know it more as edge filtering same difference honestly.

Any ways steam page went live for tomorrow's release, hopefully around noon...

 
Yeah I know it more as edge filtering same difference honestly.

Any ways steam page went live for tomorrow's release, hopefully around noon...


It is the target weld tool in editable poly. You weld vertices together whether their plane is connected or not. Like I said it's multi purpose and you get different workflows in max to achieve different results. Some to achieve very specific results and some for a more simplified approach but can induce errors.

An example, you can use the scale tool to align vertices in max. I've seen a dude do that who's working for Toyota and somewhat adopted that approach in cases albeit feeling messy. Another example, In high poly objects I'd rarely use subdivide and aim for turbo smooth preserving volume with control loops while these functions don't even exist on vanilla blender.

I still do not understand the whole page of arguing and extremely condescending drivel from your side despite confusing the max ui and blender ui which are miles apart I might add.
 
It is the target weld tool in editable poly. You weld vertices together whether their plane is connected or not. Like I said it's multi purpose and you get different workflows in max to achieve different results. Some to achieve very specific results and some for a more simplified approach but can induce errors.

An example, you can use the scale tool to align vertices in max. I've seen a dude do that who's working for Toyota and somewhat adopted that approach in cases albeit feeling messy. Another example, In high poly objects I'd rarely use subdivide and aim for turbo smooth preserving volume with control loops while these functions don't even exist on vanilla blender.

I still do not understand the whole page of arguing and extremely condescending drivel from your side despite confusing the max ui and blender ui which are miles apart I might add.

I understand what you are saying ;). Didn't pay attention to the UI layout that is all. Lol. Get excited much. I still refer to it as edge/vertices filtering.....as that what it is essentially, regardless of the tool/modifier name, you are still filtering edges/vertices regardless if you are welding them.Back in my day early 2000s we didn't have this type of modifier. You manually had to filter, edges/points/vertices, and still do manual filtering, and rarely have to make use of a modifier like that.
But that is due to the old school modeling practices.

We are talking about the days when BSP engines was all the rage, with commercial engines like gamestudio A5, some 20 odd years ago. I am still a huge fan of CSG modifiers, instead of shape modeling, and using a hybrid of the two and do CSG functions like combing and "welding" meshes.

I am not saying you are wrong, I am just saying it is normal edge filtering that I am used to, it may have changed how it operates and the end result, I have the exact same modifier, but never had to use actively use it, other than the rare occasion or two. Just easier for me to switch to wireframe, select edge mode, and manually remove the offending edge(s).

So lets leave it at that, okay :)
 
Screenshot 2023-04-24 191135.png

VR beer pong and tiki torches. My first time really digging into particles.

The beer pong is just a free asset. Kind of fun.

Also in the process of building a in world UI.
Everything on the left and centre is local but the games on the right is networked. Still sorting out some issues especially with some unary operations.

Screenshot 2023-04-24 220739.png
 
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