For always-on-top, you can't beat Filebox Extender's pushpin. Every window of every app gets the control, no digging around. Simply awesome. http://boards.polycount.net/showflat.php?Cat=0&Number=269312&an=0&page=1#Post269312
Ah, so in Max, the quad's actual unwrap would extend outside the blue bounding box, but the 512x512 texture tiles that direction anyway? And how do you ensure your geometry meets those exact dimensions so precisely?
[ QUOTE ] Now the real question is, will this game take more than 4 hours to finish? [/ QUOTE ] is that really important? I'd rather have a fun game than one needlessly extended to reach some mythical mandatory number of hours.
Well, we've had people complaining that the workshops were too short. So we extended the dates a bit. Interestingly enough those same people failed to participate regardless it seems =) There will be a new workshop at the end of the month here, though.
I'm always amazed at the close-mindedness of some people. Growing up in a military family (father army, vietnam vet, extended family all in a branch of the armed services) I was alway taught that the Canadian military was one to respect greatly.
oh it absolutely will if you do not lock in the triangulation. it's one of the most common error sources and the reason why many unreal projects flush their data through unreal into the baker. So they can stay with quads and work dcc agnostic to some extend.
this is my second attept to make a seamless texture, Im using krita. Any advice? About the seamless, Im trying to end it first, then use gimp to make it seamless. tried to extend the first rock (upper right) the big one, and modify the others.
Do you have dilation on the normal map? Thats a baking setting. It extends the pixels of the texture outside of the uv shells. Also, the place for threads about technical problems is the technical talk section of the forum. Next time, please post there.
Basically if you have a UV coordinate extending beyond or even touching the 0:1 border, zbrush will not bake the map correctly. But if the UVs themselves are being detached, trying using GoZ to transfer your Maya mesh to zbrush instead.