[ QUOTE ] Stonedfag [/ QUOTE ] WHAT Mainly the guidelines seem "strict" because i'm shooting for consistency with the limited skeletons I could have, but this could all change once the animation plans and stuff are written (because animating is piss-hard on my end, hence resulting on default sets of animation and such.)…
I am listening to it now, about half way through. So far I have a couple of thoughts: I think most of the people on Polycount know where the line is, and crossing that line is really not good for the person. Recent threads have been good examples of both really outragous behavior but also they have been good examples of…
Also some parameters can be exposed within SD but can't be dynamic once published as sbsar. Some examples: - the shape in the shape graph and fxmaps - blending mode in blend node
Unity doesn't support features from SD6 yet, make sure to enable the SD5 compatibility mode in the preferences of SD to highlight any potential incompatible node in your graph.
i'm not using translucency, so i haven't come across sort order as an issue. blend mode is usually alpha-test with dithering in any engine or viewer i've used.