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…
Illusion catalyst's IC.Shape has a tool called "Axis Project" that will let you align selected verts/edges/faces to any other element of your choosing in any axis/normal.
Necroburn: It is pretty easy to do. Just make whatever you want to duplicate around and place your pivot point in the location that you want the objects to rotate around. For mine, it was duped around a ring, so I just centered the pivot of my object to duplicate to the center of the ring. Then go to tools>array and fill…
i hear exactly where your coming from, the survey has been promising in terms of the actual games out there that do present the fact that these games are marketable (all you have to look at in essence is look at how much open source software there is now - and the fact that small teams of people can rapidly produce games…
Andrew is on vacation atm but once he gets back he said that he'll start working on (PS-compatible) layer masks and axial (radial?) symmetry. It finally got paint layer groups recently too which was certainly a welcome improvement.
Hey everyone, Thanks so much for all the responses! I'll rattle off as much as I can remember and hopefully it addresses some of your feedback I already have a couple of new features under way: - The ability to hide the taskbar icons so you only have the tray - The ability to paint through Kuadro with the image locked and…
Yeah, that's a handy trick. For partially asymmetrical stuff you want to use symmetrical sculpting on, start off with a simple cube as the first subtool, then append others to that. They should all use the cube's axis for symmetry unless you specifically tell them not to (by using the "local symmetry" button).
Tried this, seem like it only snaps to either the X Y or Z axis. The faces I want to make planar are on an angle. [ame=" https://www.youtube.com/watch?v=2Tgy0lBdJK0&list=FL37zD7o2owolIe75gDkkDjg&index=1&feature=plpp_video"]Weapon creation tutorial - Part 1 (high poly model) - YouTube[/ame] Like here @ 0:10:15