Hrmmm well beams aren't controlled by the spawn module, unfortunately. I've never had to do this but a starting point would be to make sure your emitter loops is set to 0, and give your lifetime a uniform distribution range. Can you be more specific about your goals with this particle system?
This is kind of lame (that you have to do it this way), but it works: <font class="small">Code:</font><hr /><pre>skinMod = selection[1].modifiers[#Skin] n = skinOps.getNumberVertices skinMod selVert = 0 for i = 1 to n do (if skinops.isVertexSelected skinMod i == 1 then selVert = i) selVert</pre><hr />
lookin great man (i remember razorb posting the concept a lil while back). Amazed at the cool camera angle and lighting setup you got going so far. and cheers for those tips myles. everything i've put in udk has had 0 shadows so far :poly136:
Pretty much--I can only subdivide it so far before it starts making a massive performance hit...but I'm going to try doing extra subdivisions on the specific areas I want to work on EDIT: it worked! but now I have a worse problem: seams along the line of symmetry :0
Here's how I do it on Maya: To move the UVs one unit on maya you can just use polyEditUV -u 1 -v 0 ; or just use a custom script like I do (Nightshade UV Editor). Not sure how to do that on Blender or any other software, sorry ):
@Ruz You seem to be on the right track :smile: I think it'd be a good idea to just look into texel density. This will be when you can really see how your UV's will be scaled way past the 0-1 UV grid, and have plenty of shells all over the place/overlapping.
Can you post a max file? And a link to a video you mention? I've never used IK to do a reverse foot setup. I just use linking and some constraints. Here's an example file: https://www.dropbox.com/s/66zqxxe1ndi3o4g/Reverse%20Foot%20-%20Example18.max?dl=0
Thanks for response! I've read that metallic map should be black or white - no in-between. But when I do it for metal, pure black (0 metalness) looks weird. Oxides should to be dielectric, but when looking at various downloaded materials they usually use light grey colour. I'm trying to recreate this material:
Maybe Nightshade Color splitter: http://polycount.com/discussion/131731/nightshade-blockout-v1-0-tool-for-creating-blockout-selection-maps-in-maya Or this one: http://eat3d.com/forum/tips-tricks-and-free-videos/rgbcmyw-splitter-photoshop-actions Not sure about reliability..they might introduce some errors.
You can ignore 0-1 UV space and snap all the pieces vertically and lay them out horizontally in one long strip. You can also scale them all up if you like to gain a lot of texel space.(not a big deal as you're using tiling textures)