That's okay, don't worry about it. :) I'm using Max's UV layout tools, with renderhjs' TexTools plugin. I've used UV Layout Pro before, and I do like the keyboard shortcut method of cutting and stitiching, but constantly exporting and importing meshes just got to be too much of a hassle. http://www.renderhjs.net/textools/…
I'd also check the UV layout in the ATI normal map against the UV layout you fed it. I think ATI has an option to auto-UV the model, which might have been on in your case? KDR_11k, good thinking, the Doom III models do look like they might have deleted the mirrored tris... But in your model there's still a seam anyway?…
Mip-mapping. If you've put the top of your UV layout there at exactly half way up the UV bounds, then as soon as you mip down a level, the mid-point pixel will inherit the white from your texture at the top. The solution is to move the top of your UV layout down a few pixels. Also you could test this in Max by making sure…
nice stuff like the site's layout, there are some nice things going on there, really like the arm study you have. also the marine also looks a bit like christian bale to me did you use him for reference? CC: the shoes on the marine could use work i think. I like that you have texture flats, but you need more wire frames on…
point taken and brick colors where changed things also changed - Baked 3 unique light maps -learned how to get light maps to work proper in unreal.. -diffuse color changed -unique layouts made Still to do -Remodel /texture brick walls -Add more bumpyness to road -add in spec for buildings -model garbage cans -model /layout…
I was just wondering if anyone had ideas about the best way to go about designing and implementing a GUI or have a good resource that goes through the process from start to finish. Maybe as well as resources on how to go about actually creating the graphics as well. Also, and this is more of a programmer question, is it…
I just looked through the viewport configuration and preferences options and I can't seem to find an option to turn off the "Perspective" etc. display. So I don't really have an answer for you. But, you could try to go to "Viewport Configuration" Layout Tab, and switch to a different layout. I think this *Might* reset you…
yea scripting will probably come in handy, but during most of my time working with level designers, they mainly used the tools within the editor for 99% of things, tech artists and programmers built the tools for them to make their life easier. People who want to work as level designers need to be focused on what makes a…
I hope I'm not stepping on anyone's toes, but since faceless void's new model didn't have a concept sheet yet I decided to make my own. I didn't stick to the exact layout of the others but I hope it's useful anyway. I also uploaded the raw psd with adjustable layers here This is what the psd looks like: The parts that are…
After using this for a few days now, I can say that my opinion of the new changes reflect very similarly to DATADAY's expressed opinion. The layout isn't really efficient, particularly for desktop PC use. I feel like the layout's trying to account for mobile users who page the screen with a finger, rather than scroll with…