Don't UV each polygon separately. This is bad for two reasons: 1) it creates visible seams where the textures do not match perfectly. 2) it increases the vertex count in the game. It is better to UV a surface in larger contiguous pieces. In your example, the top of the island will be grass, so it should be mapped as one…
does anyone have any pointers on how to replicate 3ds max's UVW Xform modifier functionality in Blender somehow? this one: https://knowledge.autodesk.com/support/3ds-max/learn-explore/caas/CloudHelp/cloudhelp/2016/ENU/3DSMax/files/GUID-1DF6E0C0-5A36-4B74-AB04-124AC6083C4F-htm.html pretty helpful if you need to adjust…
Yeah, poopipe knows what he's talking about, so I would listen to him for animation topology info. I don't rig very much. About the shader, there are many different shader methods in Max, some much better than others. Which version of max are you using? There is an option in DirectX viewport settings to control the texture…
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You can make an action pretty easy to do that for you. I've had to do a similar process when converting 4bit alpha intensity maps to easier to edit greyscale maps. Use this as your action when doing the batch process in photoshop. http://kman.cottages.polycount.com/temp/Transparency.atn
[ QUOTE ] [ QUOTE ] Baghdad, Nov 25 (Prensa Latina) The US Central Command in Iraq Friday reported two US soldiers killed and another four wounded in separate attacks in this capital, while the Iraqi government asked Japanese troops to extend their mission in the Arab country. [/ QUOTE ]…