I'm doing some freelance work and it involves rendering a product into different parts as layers. The layers are assembled as one product and uploaded into a website where the user can manipulate the layers with different materials colors etc., My contractor had a previous developer write scripts for the rendering process…
At a glance, wondering if the OP had posted the wrong image given their context for this thread is game asset modeling practice so perhaps high poly version? Also this object is contiguous (one piece as in real life) lvl 1 sub surf/divided mesh hence imagine that the initial sketched low poly base topology would be fine.
Well, I've been struggling alot with my weight again. Im the worst at staying with it. I think my only "saving grace" is that since my dad was recently diagnosed with diabetes, my mom has been cooking healthy at home. But I still managed to get myself up to 295. my all time heaviest. fack. Anyways, I made a thread about…
the way i do is: i created an autoexec.cfg file in my cfg folder inside i have alias "ssMode" "fullui"alias "fullui" "sv_cheats 1; dota_sf_hud_actionpanel 1; dota_sf_hud_channelbar 1; dota_sf_hud_chat 1; dota_sf_hud_inventory 1; dota_sf_hud_top 1; dota_hud_healthbars 1; dota_no_minimap 0; cl_drawhud 1;…
Not really no. Because they perform culling which determines what can be seen, so you have to balance batching and individually drawing each object. Like I said for a whole house it doesnt make sense, you will never see all of it. You are only batching static objects as well. So in an FPS online, you never usually see all…
We just had the very same discussion over at gameartist.net (UE3 Texture Quality ), so I just copy my take on this: " When you assign your textures in UE3 you will see the uncompressed, unclamped original texture displayed in the editor. Once you save the texture it gets compressed so when you reopen the scene the new,…
I wanted to look into using struct, since I still have a global and two I wanted to remove, but haven't got around it yet. Here is an example script of what I'm trying to do. The problem I have right now is that the two first objects will be placed correctly in relation to each another, but the ones afterwards don't (the…
Hey, I've made 2 scripts Version 1 will flip x or y //Create an Array of selected objects Version 2 will flip x or y or not at all //Create an Array of selected objects Hope that helps.
@eltarbos I'm sure you will re release, but I fixed it for 2016.5 ex2 BAsically what others said, they changed the Unfold3d flag and its attributes. line 232
Change from
Unfold3D -u -ite 1 -p 1 -bi 1 -tf 1 -ms 1024 -rs 2; To
u3dUnfold -ite 1 -p 1 -bi 1 -tf 1 -ms 1024 -rs 2; Then it should work for that version, I guess you…
hey i missed this post when i was skimming the thread. if the effected object has a scale of (-1,-1,-1) then thats really simple to fix. just multiply each scale transform buy -1 ie -1*(-1,-1,-1) and that should give you the correct result. the scale and rotation are independent. you don't need to mess with rotation.