If you select all of your UV islands and then enter this into the mel box it will automatically scale all your island to the same pixel density: unfold -i 0 -ss 8 -gb 0 -gmb 0.5 -pub 0 -ps 0 -oa 0 -us on -s 0.2;
And here's a small zip for those who want those saved somewhere. https://www.dropbox.com/scl/fi/0m3k2t4v0f2aedc9xj8rk/hardsurface.rar?rlkey=e63xhjbldtazsaoblajurqm7e&st=u4y5s61x&dl=0
Damn, this is awesome Vahl. Very generous of you to share like this. No chance you could share the name of the tool your using to get convexity data faster than tension? for anyone who is interested I have a little helper script which makes the diffuse label material and puts it in the material editor. saves a few minutes…
I would say you are right on track there. Most things would be stored in a "text" file, where things like position,rotation is stored and the engine parses this things.Something like this: "model.(add your format here)" "0 0 0" "0 0 0" and some other things like external scripts for example waypoints(position, which model…
This is probably a better forum for it, but it's been posted already http://boards.polycount.net/showflat.php?Cat=0&Number=205538&an=0&page=0#Post205538
So THAT's what OpenGL does with the fourth column! I disagree on the hierarchy depth of the skeleton, since hierarchies are usually handled recursively each bone matrix would be computated only once and would require only one multiplication (local matrix multiplied with parent matrix) to do so. The root bone would still…