Hi Polycount, I had a quick question about Maya's indie license 100,000 USD annual revenue limit. Apologies if this question has been asked before, I am having a very hard time finding the answer to my question through search. A quick search I see this quote: "Are you eligible? Your annual gross revenue from creative work…
I account for these types of 'display' errors by having my camera near and far clipping planes set to extremes, Near Clip Plane - 0.01 For Exteme Closeness Far Clip Plane - 100000 For Extreme Distance You could always drag and drop this to a shelf, and initiate it on startup :- // Camera Near And Far Clip Planes…
That's the 'code' to export a dds uncompressed with the last plugin ( not sure it works with older ones but it should ). You just need to replace the TGA part with that and change the "filename.dds" part with the corresponding variable. ( something like [ docRef.path + "/" + tempDoc.name + ".dds" ] ) var idsave =…
"May be licensed and used by companies or incorporated entities that had a turnover in excess of US$100,000 in their last fiscal year." That's one of the differences between Unity Free and Unity Pro. Unity pro is $1500, so above 100,000 revenue a year you pay 1500 per person using the program. As for UDK, it's also free…
* Your annual gross revenue from creative work must be less than 50 000 EUR/year. * You may not use the license on any project valued over $100,000 USD This is just another bad joke from Autodesk! How does a company "value" its project? How does it know it will make more than $100,000 USD? If they undervalue their project…
Why is this the case? I'm a total noob to sculpting and was wondering. Does this have to do with the exponential increase of polygons due to subdivision in the sculpting app? If your model has 6,000 polys and you subdivide twice you have 100,000 polys. What's the difference between a model that is subdivded up to 100,000…
MikieX This is awesome! I would like to describe this stuff as a part of my next article if you don't mind. Would fit perfectly. Tamarin Wow man! How great is that? Is there a way to see the wireframe? SpeCter Hehe you're right :D But "Schreibt" is also a cool name. No the blog is called like that because at first i only…
Just stumbled on this while researching realtime renderers. http://www.s2powered.com/ It says on the website that its free but I am not really sure thats 100% true.In the faq section: http://www.s2powered.com/f-a-q/ It is stated that "you can use it for free and publish your games for free unless you are a commercial…
cdmaterials should drop the leading / i.e. "models/heroes/blood_seeker/" other than that I can't spot anything super wrong with what your doing, keep in mind the modeling program has to be able to find the texture. ensure that the material you've assigned is exporting the correct name. e.g. if you we're to assign a…
Hey, somebody know why when I load a custom xml some parameters are not read ? Here is my file :<Settings> <HighPolyModel DefaultMeshScale="1.000000"> <Mesh Visible="true" Scale="1" IgnorePerVertexColor="true" AverageNormals="UseExportedNormals" BaseTexIsTSNM="false" File="D:/DESKTOP/mesh_hp.obj" /> </HighPolyModel>…