hi gus iam designer in 3d max 2012 and need use the quest3d to make real time to my design but found problem with me when iam use the walk camera when cross the door how can fixed this porblem. buy make this high camera is 1.6 meter thanks
Recently stumbled upon this thread, so late to the party too... [vv]136661204[/vv] Thanks to Giles Ruscoe for the model: http://www.polycount.com/forum/showpost.php?p=2160099&postcount=128 Also thanks to Sand for his take on the rigging: http://www.polycount.com/forum/showpost.php?p=2212562&postcount=138
yeah, its tough in that sense... you basically have to use your judgement. If you put a 256 plane in unreal, that should take up your entire 1024. And extrapolate from that. If your uv shell takes up 128 units across, it should be 512 pixels wide on your map.
might i suggest some variation on the textures. how come you have used 128* textures by the way? if you didnt want to bump out the texture count, a trick i like to use is tohave some vertex colour in areas just add some hues in there and randomise it up a bit.
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ok, I think I've got it finished. The total number of triangles is 1296. Something still bothering me about the legs so maybe one of you human anatomy people can help me out. This character is supposed to be anime style but I have no idea what that is. ***image removed***
Thanx a lot to all of you! Vig, you saved my day. It was the biped and the auto collection. I deactivated the "Load Collection" Option in the copy/save rollout "Max Load Preferences".Then I loaded and saved my scenes again and it reduced the file size from 129 MB to 9 MB.
You can find it on the UDN I believe. Basically 1 Maya unit = 1 Unreal unit Height from normal floor to roof is 128 units I don't think there's any real equivalent inches/feet ratio but I guess you can make your own estimation.
For me the rendering is not slower at all. :) And i dont know, its pretty fast to begin with, I almost never render anything that takes longer than five minutes though : D Sometimes 10-20 if i go with 128 AA or so when rendering DOF.
The December 2017 data drop includes 120+ new entries and additional corrections, approaching almost 4700 total entries! Looking forward to hitting 5000 in 2018! Best wishes for a wonderful year to #gamedev worldwide. Now for some fireworks and champagne! Happy New Year! <3