1 unreal unit = 1 centimeter in maya for the grid, it would really be your preference, i have it at length/width at 1024.00 units grid lines at 16.00 units, but it really depends on how big/small your assets are and what grid options you're using in UDK. check this too http://www.kylerives.com/wordpress/?p=105 as for…
I've never used the cheaper wacoms with 512, but is there really that huge of a differencce? I mean with 256 levels of pressure, you still have a device that is accurate to less than 0.5%(asuming 0-100& opacity or whatever). Does anyone really need something more accurate than that, or am I missing the point? More than…
if you're going with overclocks.co.uk, i'd pick up one of their pre-built systems, like this one http://www.overclockers.co.uk/showproduct.php?prodid=FS-075-OE&tool=5 and throw in a gtx260 and comes in at a little over 1200 but if you're willing to build one yourself for 3d work, per has a very in-depth post on his…
<font class="small">Code:</font><hr /><pre>polySplitRing -ch on -splitType 1 -weight 0.5 -smoothingAngle 0 ;</pre><hr /> Adds an edgeloop/connects selected edges at their midpoint. Does that work for you Fuse? Edit: It also has the strange side-effect that if you're maintaining proper quad topology and you select a single…
All engines should support it. The UV sampling goes from 0-1 in both U and V directions You simply lay it out on a 2:1 space, like from -1 - +1 U and 0-1V then scale all the UV's by half (0.5) on the U axis and put them back into the default 0-1 UV space. IN your program they'll look stretched but they will read a 2:1…
@Taylor Brown thanks man, there's a lot more to be done :p Thanks @wojtekfedunik! @pming i never saw that character from The Tick, thanks for sharing that! i'll try and add some reference to it in the scene haha Here are the low poly of the 115 mm shells. They're grouped into 2 texture sheets: Precision scale bake. Was…
hey Neox thanks for the comments! i render in 3dsMax with mental ray. My lightning setup is a skylight set to 0,25 a spotlight set to 0,27 a slight orange front omni set to 0,75 and a darker greenblue back omni set to 0,5. positioned like this: any tips on what to change? I'll have to check how to get the dof less grainy…
Just a quick screenshot of my progress. (I apologise for the low quality.. Will update with better quality soon) UVs are done and Gradient map is baked (Might change when I start texturing, though) I was not a fan of her low poly face, so switched over to Maya 2015 and re-did it there.. which definitely helped as Maya 2014…
More importantly... Has anyone been following the "graphical downgrade" controversy? Sounds like its shaping up to be another Watch Dogs. Each iteration of the "gameplay footage" from 2013-2015 appears to show a drastic loss in quality, in part to make room for console viability.…