An another script maybe. Or: http://forums.autodesk.com/t5/modeling/aligning-vertices-in-a-straight-line/td-p/4106016 There is a button called make planar by the way. Or you can scale the verticles on an axis.
A cage is basically your lowpoly expanded so it covers the highpoly and sets a "limit" for when you're baking the textures. Are you using xNormal to bake? You can create a cage by launching its 3D Viewer and doing a global extrusion. Alternatively, I do it using Maya, selecting all of the verts on the lowpoly mesh, setting…
I personally feel it's one of the problems with this industry. They are basically asking you to work for free for them; they might glance at your test, and then decide in a few seconds you're not worth an interview. All the while not providing any feedback. In this industry we need feedback to get better at our craft. I…
Excuse the crudity of the image below Here we are focusing on Translating the ball on one Axis only The x-axis Do you see the difference between the two balls? -The top ball is traveling at a constant speed. The bottom ball isn't. Focusing on the bottom Ball: Notice when the curves[green] are modified by the tangent[red],…
http://i.imgur.com/CWL3r.jpg Clicking around the properties of my mesh, i noticed this. Are the black line supposed to represent my UVs? I cant see that being the case as my texture would be quite stretched on one axis. But its fine visually in that respect. And i thought UDK gave errors on overlapping UVs, so the second…
I was just wondering if anyone could help me. I have an animation for the Link beds where the machinery inside starts to whirl around and the bed closes and slides in.... Now, I can animate this fine in Maya by just directly animating the mesh. Though I have no idea how to get this to work in UDK. I'm not sure if I have to…
Android here. It's a bit annoying to pan through those thumbs. Since most mobiles use touch screens, it's easier to scroll on only one axis with a margin that allows you to avoid accidental click events.
As far as I know, each UV island means an additional draw call. So, keeping them down will help with performance (I don't know by which margin though). An unreasonably high amount of UV shells also means that you will waste texture space on edge padding depending on the size of the texture. Bear in mind as well that…