My understanding is that this is what's usually done. At the very least that's the default packing for Substance, and most example shaders i've seen use this scheme (although I mostly use UE4).
You mind posting or pming the code? For example: button -e -l "<-" -w 260 -h 32 -c "ToggleMergeToolbar"; You cannot edit a button when you are creating it.
Thank you, guys! I have some old articles with my terrible english on my homepage, for example: http://artleshiy.com/en/blog/workshop/making-of-grandfather-nurgle/
Looks pretty cool! Some of the loops does not seem to do a whole lot though, so you could probably optimize it a bit more. Like here on the hair for example:
This remind me my childhood. There was an extremely dark and bloody book based on Estonian folklore. An image for example: http://img3.nnm.ru/3/b/9/2/2/3b922f01860151e674d3425c00fbe019_full.jpg
I've mostly been working on making the props for the scene lately. They are in different stages tho, some are still in a blockout stage (for example the Modron) and some are ready for high poly and texturing.
Ubisoft distrtibutes development of its games across multiple studios - The Division is no exception and is being developed across three or more studios (another one of the being Reflections in Newcastle, as an example).
I agree HP, but I think it's necessary to keep it grounded in reality and believable. For example, think 'what would be hidden underneath this panel here?' or 'what is this little vent/indent for?'.
Is there ever a problem with unit differences? For example if I model, rig and skin a character in centimeters and a buyer wants to use it with another character done by someone else in inches? They wouldn't match.