Hello fellow Polycounters! I have been sitting on this plugin for a while and I finally got a break to clean it up for you guys. It didn't really fit in with my other plugin so I made it into it's own. Huge thanks to Marcus on the ZBC forums for getting me unstuck a few times. This plugin is basically a very basic array…
Thank you! I appreciate the compliment! I updated the images one more time. A official final...final update on the post above. Definitely need to make this a stopping point. Still need to learn rendering, texturing and other stuff. XD
Thank you so much for the reset X-form idea. I wish there was a tutorial on how we mess this up and how to keep it from getting messed up in the future. I have never had this problem myself, but students keep having this error. I've had reset x-form explain once, but a better answer would be helpful. Thank you again for…
I've been feeling discouraged from making stuff and posting, but I'm trying to make an effort again. The main issue with all my models is inability to adequately pose them: they have a tendency to break in a way that I can't quite fix. The legs become too short for sitting poses, the arm twists break silhouettes, the…
Current WIP for my Fender Stratocaster, just finished baking and laying down the base colours. currently working on texturing All comments and crits are welcome http://www.youtube.com/watch?v=HIlCD_HNUSY&feature=youtu.be turntable test video The actually guitar and the strap were created as separate assets, the idea being…
I have a ranger lookout to texture which must have a [FONT="]texel density of 256x256 per square meter.[/FONT] I created a bounding box around it that's 6m wide x 20m high x 6m depth. I'm thinking multiply the height (20) by 256 (the desired density), which equals 5120, then round it down to 4096. Is this correct?
Hey guys, this is what I have been working on for some days now, I feel like it's done, though I am looking for some feedback. This chinese lmg is 5.850 polys and 11.567 tris. Texture size are 4k x 2k, and will be reduced for in-game use to 2k x 2k. This first person QJY-88 is going to be used in a fps PC game.
For converting in Xnormal use those RGB +X +Z -Y It's for obj export from Blender . I would apply transforms too , just in case. No idea if it works with fbx same way, probably needs different axis order. and if I am not wrong X normal doesn't do it right with exr , some gamma troubles. I did it with 16 bit png
By resolution we mean the texture dimensions, i.e, 512 pixels wide X 512 pixels high, 1024 X 1024, etc. So obviously more pixels=more resolution. I think you're referring to the opacity 100 from your screenshot? I recommend at least learning the very fundamentals of what a texture is. Have you looked on the Wiki here on PC?
suggestion. Pack all your flipbook textures into a single sheet x long by y high. Define it as one vertical image and X horizontal images. Then alter the UV's like so: [ame=" https://www.youtube.com/watch?v=6K8XMc6Z89M"]UDK Controllable Sprite Sheet - YouTube[/ame] That will allow you to select which of your 8 sequences…