I was a b-boy/graf artist when I was a kid (elementary school to beginning of high school). I was from the burbs of sacramento... (still kinda a graf artist as stress relief.)
thanks CrazyButcher[/b, ], so according to your points tangent space is still faster due to compression ? lol EarthQuake, so that means I know no game that uses it now :P
love the movement on the skater dude, aesir, and happy b-day ^^ here's a quick one tonight, 25/30 minutes or so, just messing around, creating new brushes and all...
this is not entirely related to the game per say, but it gives me an excuse to bump this thread! Brian got some Zero Gear t shirts for his b-day. Brian not pictured in photo!
for @AlexandrDm Hard to say from the image, I would guess you are not working to scale and everything in the world is very tiny so the lights feel gigantic. Try creating a default Unity box in the scene. Those are 1Mx1M and you can check your scale through that. SOMETHING is causing your lights to be super intense
one more lightmapping thread ? yes ! B) I'm looking to have lightmaps on the Unlit material type.. I read on the UE forums that's a custom material type to compile.. Not sure how to get there. Any resource or knowledge to share? thanks!
http://www.gameinformer.com/b/news/archive/2012/05/31/our-august-cover-story-is-the-next-gears-of-war.aspx It's for XBox 360, I'll be watching this and I don't even have a 360 :)
I personally like the first three the most. I think A and B in particular have a lot of potential. The thing on D's face is a little ambiguous. I'm looking forward to seeing this project progress! :)
There is no 'flip B' in the ZB texture palette. It's V, as in vertical. In ZB open the UV Map rollout and hit the 'morph uv' button. Does the result look the same as the uvs in Max unwrap editor?