dont think there is a way man It bugs the living crap out of me when i lose my cursor. only thing ive found is to switch away from a precise setting and deal with the brush icon. another thing you can try is to add a black or white layer under your normal map and alter the NM layer's opacity, so you move away from the 128…
You still need to make sure there is some space between islands. What i meant was, if the lightmap UV layout fits your texturing then you can get away with a single UV channel. In any case though, you won't get bleedings as horrible as you would in UDK. Edit: And you can use very low res. lightmaps and get better results.…
as for hardware, the unity-webplayer statistics are quite nice and reflect casual players well http://unity3d.com/webplayer/hwstats/pages/web-2010Q1.html so RAM wise you can probably assume 1 GB or more (ie. 512 for game max, that's a shitload anyway), but 3 or 4 is definitely too much. Besides it's very unlikely you ever…
You guys are sooooo fast -__-" I spent so much time trying to calculate right proportions with photoshop vanishing point function based on the 96 units character reference. However, I noticed that the first person view under udk is something like 128 units high. Sorry for my noob question but shouldn't we preferentially…
I hate the Javascript,- please get rid of that irritating crap - it pisses surfers like me a hell lot off. That being said its a pain in the ass navigating through your content. Apart from that the header takes 1/3 here with 1280*1024 and almost 1/2 with 1024*768. In each case one needs to scroll down to see what matters.…
Hi when I watch 3dmotive about modular building he was using power of 2 by using 2048 texture and grid 128 in photoshop then he use in 3dsmax the grid to 32 and put plan with 16*16 segement and that allow him to snap perfectly. but since I will use the decimal grid , (I know you can change in unreal to power of 2) I want…
My shoulder is going to explode, but its coming along, really starting to tie altogether, now that Ive got some moss action going on. I am tossing around the idea of using a second and maybe even third step texture to make them more unique. They are only 128s so I really don't have an excuse not to. Textures are still…
I'm in charge of all the art and I like to be very hands on. I'm working on the new garage area and below you can see I've created this entire level using only 1 texture so far and I still have room to add more! While the city or level areas I posted about in my first post will cover a much larger area, getting a quick…
I don't know why people are buzzing about the levelution stuff. We did scripted animated triggers for Motorstorm Apocalypse. There you could actually drive on a falling skyscraper, as well as in it or underneath it. Sure the same thing happens every time you play the race but at least it's interactive in such a way that…
Yes you can have any scale you want. If you got X 256 Y something Z something then it would snap modularity on X but not on Y Z. For some meshes this is fine. It all depends on what you are doing. Combination = 32+64=96. It doesn't has to be 64 128 256 etc only. 108 for example is fine also. As it is 64+32+8+4 which is…