it worked for the most part I was following this video https://www.youtube.com/watch?v=QVh1K-RfJHc&index=8&t=132s&list=LL8IWHJIqrZ2djfq4ugljkfw It was working until he shows his UV's in maya, for him maya auto layed them out nicely but for me this happened ????????
well i have direct contact with unity, so been getting them to fix a lot of light related issues blocking my work. Problem is most of these issues they say they cant backport to 5.1 or 5.2, and im not too keen on the idea of using a 5.3 beta for production
It looks nice, but I don't see a reason for using a normal man... I mean, i can't even see it. I don't think i've ever seen 512 x 128 before :P The texturing is nice though, maybe add some blood on the end.
I think low poly usually hovers in relms of 128 to 512 triangles, with 1024 triangles being for nice player models or bosses. Anything over that can have a normal map slapped on it and look like the million dollar man sh-wammmmaaaa ma ma ma
The main difference between Graphire and Intuos is the levels of pressure sensitivity, i.e. 512 vs 1024. As in twice as sensitive. The only way to appreciate it is to see for yourself, so if you're too poor, stick with Graphire and blissful ignorance. /jzero <-- went from UD-1212 to Intuous 2 (!!!!)
thanks for the feedback kaoticvisions you were spot on with the age range. i still need to have a play with the wrists, knees and pelvis to rework them for the animations. where do you think the problems will be in those areas? here's the unwrap of the character. this is at 512 resolution. the finished texture will be at…
Hi there again Shrike :) The thread is clearly splitting into two topics so I'll comment on both separately. - - - - - On tech As stated in the recent posts above, the other factor you absolutely have to take into consideration is triangulation. In my earlier replies I assumed that it was accounted for - but if it wasn't,…
here is the snippet:try( if ( selection.count==1)then theObj = selection[1];--selected object else theObj = pickObject();--pick a scene object with the mouse if superclassof theObj == GeometryClass do --if really picked a valid geometry ( print ("write file..."); tmesh = snapshotasmesh theObj --snapshot the TriMesh of the…
Later today I tried to reduce that to 0.0 so it should be infinite. Increase the max subdiv value to 512. It gets a little better but the rawLight frame buffer (the one its shown in the middle) is still noisy. I dont know which attribute that controls that.