heh, you're the marketing dude here it seems, you tell me how the game usually works. I just doubt that marketing is only "oh you're looking for product X? here it is!". More often it's like "...don't you need product X to make your life complete?!?"
Have you done any scripting before? That might be a bit too difficult for a first script. But basically just store the X/Y of each vertex, treat them as a right triangle to get their X/Y distances and hypotenuse, then get the rotation angle in degrees and rotate the entire shell based on that.
I have been meaning to ask, what are x-forms? I have been taught to reset them on my low ploy before I bake them, but don't know why. Can someone please tell my what are x-forms and why they need to be reset. Thanks
Actually Im having a hard time going from Max to Maya at my current job :/ That being said, I hate it when people are bitching about how shitty software X is compared to software Y. 'I could have done that in program X in 10 seconds!' <AAAAAARGH!
if you reset x-forms and collapse down it does pretty much the same thing as the box trick (although a character artist was doing this to some hair last week and every time he reset x-forms the hair moved a bit...very weird :\ Box trick fixed it though)
I just tried this and seem to work fine if you tile the map with bitmap options. Make your wall 1 x 4 and have the map tile 1 x 4 and see if there is a seam. I had a seam appear if I cloned the geometry and tried tiling it that way. Alex
I only have a few textures at the moment that are properly done. Terrain uses two diffuse and one normal @ 1024 x 1024. Rocks are 2 diffuse and 2 normals @ 1024 x 1024. Plus some trees on the island. The building is now just a tiled simple metal texture that will be replaced.
Mh...yeah, i asked my professor and he tells me the same. 1 x 4K is ok, 2 x 4K would be to much. The Problem is that all small details looking a little bit blurry on the normalmap when i go close enough. But you told me not to do that ^^ ....
You can't. That's the resolution that the items have been set and those are the restrictions you have to work to. In future if you wanted to work at a higher resolution and then downsize later you should always work in a multiple of the base restriction, ie if it is 512 x 128 Then you could work at 1024 x 256.
nice plan, thought of that too, but mudbox is only fast as hell if the geometry comes out of mudbox, importing a X-Mio objects results in same slow handling as before, and as you can't reconstruct or import level 1 from zbrush and then level X as a layer, you won't get any advantage