The unwrap for the low poly was offset in U by 1, from the default UV square, which im guessing is the 0-1 space."Also, you say you snapped the projection cage to the HIGH poly and then pushed out?"What i meant to say is the cage was snapped to the LOW and then pushed out my bad. The high poly is in fact added in the…
I loved season 1 and season 2. I found #1 held up a little better from a critical perspective -- the characters in season 2 are more developed (obviously since they've had more time) but turn a bit caricaturish where they seemed more genuine in the first season. Bit of a nit pick -- I actually enjoyed both seasons equally
Ruz, if you are looking for domain names too, 1&1 internet (I recently switched to them) sent me an email a few days ago with a new offer - if you get a .uk domain name from them they'll give the first year free. I think I pay about 10 or 12 quid for two years with them.
could ratio scale also be a factor for widescreen display and such? I understand from a 2d perspective you would get stretching when displaying an image in different ratios, is the the case in 3d or is it scaled virtually? god forbid we have 1:1 tv's, though i suppose the design is in our eyes periferial(sp) vision being…
1) SOFTWARE You're on the right path basically. Outliers for software include Marvelous Designer for cloth simulation, Houdini for procedural mesh generation, etc. I personally use 3Dcoat for retopology (and handpainted texturing block-ins) Substance Painter is great for material-based texturing. We use that here at…
I'm available for freelance work again. I can't show anything of my last projects yet (I worked on a AR project and on a small VR project) but here are some animations I made for Paper Monsters 2 and Crescent Moon Games. Paper Monsters is a platformer game set in papercraft world. All are designed, modeled, textured,…
I got you buddy :smile: Select any number of face vertices, the first being that which you want to copy from. Run the MEL script below. This will copy the normal direction from the first face vertex to all other selected. Code is commented so you can see what I'm doing to get there. Hope this works for you :) //Enables…
If you don't specify lightmap UVs, UDK assumes vertex lighting. There's nothing more to lightmaps than making an additional UV map with uniquely unwrapped islands - that is, no UV stacking like you did. The static mesh editor has an option for doing that automatically if you don't feel like mapping it twice yourself - just…
If you need to re-bake the normals you could try using the original normal maps as, well, normal maps, and then baking new normals from that as though the low poly (with normal maps) is a high poly. The re-baking should give you the correct normals in the new result because it's baking from normal information, not diffuse…
If you really want to use the raw OpenGL render (Render -> "OpenGL Render Image" from the top menu), there's a trick way. Set the character material(s) to use either the Mask or Z Transparency modes, with the alpha set to something really close to zero, but not perfectly zero. This way when it draws on the viewport it…