uniquely tile the entrance then produce a tiled(lengthways) floor ceiling and 1 wall for interior and roof wall for exterior maybe a 2048tall x 512 map so that most of it can tile horizontally for the walls floor and ceilings and then cram the entrance parts in between
When I was 6 or 7, I spent the entire winter (+ x-mas) in hospital, usually unconcious... I actually CAN remember it, and it was definitely no fun. Good luck with your daughter J - she's a beautiful child, and she truly deserves to live.
just keep working at it man :) . Thanks guys! Tablet isnt covered by warranty... but they are offering me a cheap one so i will be back in action as soon as i can scrounge together $270. Ill take better care of the next one :X.
i don't know about the max actor X plugin but the maya version has a checkbox called "obey hard edges (convert to smoothing groups)" if you don't have that id say just split your model in those places for real
I grabbed a material from Megascans, it has a albedo, normal map and a texture with 3 channels. Red = AO Green = Roughness Blue = Displacement / Height ? I want to use the last texture for Parallax Occlusion but I can't seem to make it look right. In the Heightmap channel(V4), I keep hearing it should be set to Red for X…
The X shaped errors you're seeing are a triangulation mismatch between Maya and Marmoset. Quads are just two triangles but how they're set is arbitrary between applications. If you triangulate your model before exporting for baking that should keep the normalmap synced with Maya. Alternatively if you have no overlapping or…
I am having a weird issue with a small 256 x 256 graph. Pressing spacebar appears to shift the pixels slightly causing a break in the tiling on the output image. Node graph is pretty simple, this node is a safe transform at 45 degree rotate. Any ideas?
Pretty handy set of mobile optimized vehicles for Unity. Also comes with complete vehicle physics integration for Unity 5. Perfect for traffic games, racing games, city building games and racing games. http://igg.me/at/dailydriverpack/x/2305754
i have a simple rig with like 4 bones. for some odd reason when i wire the bone y rotation to the y rotation of the dummy object. They dont reflect the exact rotation.So when i rotate the dummy on y axis, the bones rotate on x axis.