/*current - final? - version maps */ wanted to do a nice high quality fps AKM. i know some guns end up around 10,000 tris in games now so that's where my head's at. i've tried to concentrate those tris in the highly visible FPS areas, big silhouette curves, and of course the sights got some chamfers thrown on. i'm used to…
I have the sony dcr trv-103, might be similar. It records DV on Hi-8 tapes only. Works pretty well, tapes are cheap though the tech is old so I imagine the tapes will become less available as time goes on. DV transfer to the computer is super-easy, I use WinDV freeware, doesn't drop frames and it auto-names the AVIs by…
You get home and assemble your very first Holo Deck. What's the first thing you do with it? Me? Well besides the obvious of having sex with anyone I can think of I'd probably do up a Medievil setting. Or a huge army fight straight from LOTR. I'd be invincible of course and have unlimited arrows. /end…
Hi @ElephantFury . You could add the 1001-1010. Adding the second thing would cause a serious amount of shader recompilation time when you turn them on / off. BTW, UE 4.32 natively supports udims now, through the virtual texturing feature. Go check it out, as my one is obsolete in this case.
Ah right, I meant shift+d. The only way to dynamically change the number of applied-to-the-mesh subdivision is to use the subdivide modifier, which isn't available in 10.1. No idea why you'd want to do that instead of just pressing shift+tab though.
Animation is very tricky to do when dealing with final gathering points. I don't know how well it works, but normally for basic prop animation scenes (excluding simple camera movements) what I would normally do is this: Frame 0 > Build On Frame 1 > Freeze Frame [X] > Build Off Have build on at the first frame, then freeze…