You just confused scale with dimensions in Unity. The fact that Ethan's scale is set to 1, 1, 1 doesn't mean that he's 1m tall and making him have a scale of 1.8 definitely doesn't make him 1.8m tall. He would then be 1.8 * 1.6m (as you measured him in a 3D app), which makes almost 3 meters. The scale is just a multiplier…
i was a bit sneeking around for a cheap cintiq alternative and ended up searching through the chinese Hanvon website. there i found two - umm lets say "interesting" things. ^^ first one: http://www.hwshuweiban.com/shuweibanchanpin/chuangyiyejiehuihua/2011/0923/92.html looks pretty the same as the dp 10.1 from Yiynova to me…
Just did these over night for CGTalks micro game art challenge. Ran short on time before I got a chance to really work on the sword. For portfolio purposes Id like to push the textures futher, so any C&C is appreciated. HeMan: 576 tris, 256*256 texture Orko: 354 tris, 128*128 texture Sword: 70 tris, 64*128 texture
that's a good point. Usually when you're making your texture, keep middle grey in mind (128, 128, 128) Anything you want to be averagely light/dark should be around that tone. Then you have a good starting point to make the bright things lighter, and the dark darker.
the seam is not a maya problem its a bug in the normal map ! and there for your responsibility to fix it ! you can fix it by going into the R chanel of your normal map take a 128 128 128 (grey) brush and paint along the seam fixed edit also why aren the belt the the shoulder pats the thign around his neck and the boots not…
if its a vertical seam like over your chest/face you can takea 128 128 128 grey brush and paint along that seam on the red color chanel of the normal map in photoshop the seam will be gone afterwards if its a horizontal seam link on a belt or somethign / i guess it doesnt hurt anyone in that case) you can you the same…
According to this guy: http://forum.unity3d.com/threads/albedo-charts-for-pbr.276664/#post-1836486 Microsurface and metallness is engine-dependent, while Albedo and Specular color values are engine-independent - ie the albedo value for gold in one engine is the same as in any other engine. Is this really correct? Because…
The dimensions shouldn't matter, just the amount the mesh is offset. In this image the pink lines should all be the same length, because they are drawn from one part of a brick mesh, to the exact same spot on their instanced counterpart. This length should be the width of the plane you are baking the high poly down to (if…
Hey. Thanks for the cool program. I've been learning the workflow over the past week and we are about to use it on a game as one of our main texturing applications. I've just downloaded 2.0 and am checking it out. I created ton of materials for 1.8 today, but it seems I can't use them with 2.0. They don't show in the…
I had the same problem on my laptop using Intel HD4000 card. Just tried it on my desktop running GTX460SE without any issues. Now i still wonder if my 2.0 license will give me the rights to run 1.8 on my laptop instead. This would allow me at least to do some basic work while traveling because 1.8 runs without any issues.…