Followed pigart's tutorial for forest assets! Very pleased with the results, learned a bit more about rendering in the process. Recently been trying to do some UV unwrapping so I can try texturing the trees; it hasn't gone well. Something I have done in this file is preventing me from applying the UV test grid to the…
"match selected" is killa, you basically move two shells withe similar topology on top of each other, use the matchuvw operator and it'll line up adjacent points of both shells (basically checking each verts' nearest neighbor in the other shell and collapsing the two to the same coords, i would think).. there's an…
Assuming we are getting exactly what you want to do, iMag's suggestion is a good one but I'd substitute the flat black texture with your checkerboard / uv grid pattern of choice.I find NoIcon.pic (the default) hurts my brain to look at after any length of time but something with a pattern will help you see if you have…
Ive tried version 181.20 and version 182.08. Im trying my 8800GT back in my old machine right now to see if its at fault. So far Ive run GRID with no issues at all and now Im downloading 3dmark06 just to do a thorough test that its not the 8800GT at fault. I do have an old 6800GT here maybe I will try that with vista and…
Oh, for sure, I'm completely new to this game. Always admired it from afar. I was looking for an actual tutorial or new-player guide or something. I found some guides online, but it looks like they're targeted more towards veteran players. It may be that the game is designed in such a way that you have to start out doing…
Hi! I'd say aligning UV borders to pixel grid whenever it makes sense is a good practice for games, as it will minimize seams showing with lower texture resolution (mipmapping). With offline rendering, where one can use more, higher resolution textures it becomes less relevant imo. I believe stretching with decals depends…
I'm basically using all of them these days depending on the object. They all have different downsides. The dynamesh stuff is hard to get really clean diagonal edges on large objects because the geo is projected as a grid and the computer can only handle so much resolution, but modeling with booleans is fast. Subdivision…
Its not even a matter of triangles, if the geometry you have can not be created through subdivision then its not something that can be magically reconstructed. So unless your current model was created through subdivision at some point, reconstruction will rarely ever work (unless you have a squircle or a grid, and even…
If the eye expressions are in a sprite sheet grid layout, they could simply be offsetting the UVs in measured increments in the shader. Frame by frame animation, but using a single texture (because that reduces texture fetches, which can slow performance). Try to use the least amount of materials possible, in general. Each…
thanks for the starting resources, i'll look into those. however, the visual style i want to go for is similar to games like WoW or Torchlight, where the entire terrain is hand-painted. do the same technique still apply? and giving choco's tutorial a quick glimpse, he mentioned that the first basic step is to "export a…