No the last point should be at 1, not a decimal. It works in 0 to 1 space, where 0 is the birth of the particle and 1 is the death. I'm guessing the UDK example you're looking at was made by clicking in the graph editor. So while it's close to 1, it never was accurate. There's no reason that spawn rate should be related to…
in the Gamasutra article that Render links it mentions at the end that when you build a texture atlas its voids the use of tiling the textures by UVing past the 1:1 space. This is fine for unique unwraps but for environment tiling textures isnt this a problem? Currently Im almost entirely blowing all my environment UVs…
I was wondering if anyone has actual numbers. For either studios they work at, or know the numbers of. (I had an interesting discussion with some friends, and we feel that number is REALLY low worldwide). Not including outsourcing houses. If you know the actual numbers for any studios, let me know. I am NOT trying to push…
Thanks chronic, that worked out well. I'll lay everything out in the -1 to 1 range and then squeeze it into the 0 to 1 once I'm ready to take a snapshot. Once I turn off pixel aspect ratio correction in Photoshop, it gives me the 2048 x 1024 texture size I want to work with.
dongles can be really great. Just install your software and go. I have a dongle for uvlayout and was worried about it. its turned out to be very very convenient. gone are the issues of 1 or 2 activations, you can only use it in 1 place at 1 time but your free to dictate when and where that is.
move the uvs of each group into their own uvspace, like head into 0-1 space body into 1-2 space and legs into 2-3 space now uf yoj render to texture it will render the head, to render the body you now move the uvs -1 unit on U axis. For the legs move it -2.
usualu sleep arounf 1 - 1:30 am and if i have to work the alarm wakes me at 9ish if i don't have to work sleep time varrys between 1-4 am, and no matter what time i go to sleep at, it seems if i have no alarm i'll sleept to at least noon
Hello, folks. Doing a bunch of calculations on UV faces and script is pretty slow. What I've noticed is that it works reliably faster if I switch modifier stack from unwrap to one modifier below (epoly in my case). Tried to switch modifiers in script, but it gets confused if there are several unwraps in a row, so I would…
How exactly do they work? I mean, do you have to differentiate a bit from what the hero had equipped in DotA 1 to avoid infringing on copyrights or what? I was thinking it will infringe, but "borrowing" would work.