as with all things max and mapping it is very possible for geometry vert index <≠> mapping vert index to get the correct vert and it's associated mapping vert you go by face and corner so in psuedo code... geo_face[1].vert[2] <=> map_face[1].vert[2] and in mxs fn setmapverts poly chan verts val = ( if not…
Fair enough, I went into it with expectations of a sequel to Quake 2, and had to let go of those along the way. Quake Wars always looked a lot more true to Quake 2, I thought.
[ QUOTE ] I'm really a normal guy... Oh and i don't know the name of the girl I lost my virginity to after seeing Shrek 2. [/ QUOTE ] Ewww you saw Shrek 2?
season 1 is best, 2 and 3 enjoyable (2 has a really annoying char in it tho..), 4 I'm on the fence and theres only like 3 eps left.. John Lithgow is awesome mind
Valve to show off Oculus Rift-ready Team Fortress 2 at GDC http://www.geek.com/articles/games/valve-to-show-off-oculus-rift-ready-team-fortress-2-at-gdc-20130116/
hlsl shaders for maya have hard-coded lights, light 1 is a directional light - lights 2 and 3 are point lights link the proper light type to the light 1, 2, 3 slots.
Yeah Marmosets AO is pretty hopeless. Are you working with Toolbag 2? Do you have a map in the AO slot for the materials? 2 works with AO maps differently than 1 and might help?
So here it is, my preliminary done Mosin Nagant rifle. Any comments and crits are welcome! Maps (1/2 resized): 1-Grid 2-Diffuse + AO 3-Normal 4-Specular
1. 3000x2000 for a AT gun is too much. 1024x1024 should do the trick, and at most, 2048x2048. For both length and width, these resolutions MUST be in powers of 2. 2. Are you planning for everything to be clean green metal?