[ QUOTE ] I actually thought the story was near non-existent. I only hope they work harder on the story for the movie. hehe [/ QUOTE ] QFT Collateral had a great story, as did the 'Pirates' movies. I have confidence in the script for Gears of War. If only they can get a good director for it..
I'm sure someone could Mel script a tool that would flip the triangle edge on quadrangulated polys as well as tris. But, yeah by default there is no way to do this. I would check on highend or the Maya cgtalk forum. Malcolm, Whargoul, or Daz might have something for what you're trying to do.
There are quite a few plugins/scripts for maya that make it more (max) user friendly...suck as the ability to shift clone edges and such...kinda like in max. I don't know any or where to find them off the top of my head, but maybe someone else does. (figured I'd mention it).
Yeah, fog your non-linearity. I want cool shit to be happening every step of the way while I follow a great story. If it's cool enough and the story is compelling enough, I'll play it again even if I saw every single scripted sequence the first time through.
you could always just duplicate the object and re-uv it and use projection (in max) so you dont have to mess with multiple uv channels I made a "1 click" texture baker script which I have been meaning release. It would make this much faster.
Well, I have UT3 installed cause Gears barely runs on my computer sadly. It really depends on what kind of map you want to do I'd say. Technically it should be easier to make a working UT3 map since you don't need to do any scripting.
Pior: I use software to make my caps lock do that, so I wouldn't call it stupid at all! Caps is a fucking useless key, and I've toyed around with just setting it to run scripts etc..., since I don't even use it for its intended purpose anyway
that transmographier modifier looks nice, Rob I coulda sworn bobo had a script to do this or something... just mirror your transformations along an axis and find a threshold of the position to find what points to modify on the other side... Anyway, thanks for the link that modifier looks pretty robust :D
I've got a lot of single meshes that are using multiple material IDs within the same mesh and it's tanking performance in Unreal. I was going to separate them into separate meshes to help reduce the draw calls, but some of the meshes have upwards of 34 material IDs. Doing this manually will take a long time so does anyone…
I would definitely notice something like this (in mixer): Or this: Or that: That shading is just completely wrong. And I have no idea why. It looks good in marmoset. In Unreal there are also problems with this normal map: And this is with full precision UVs on the mesh enabled. Still lots of jaggedness. As for updates...…