As to your original question, you can either attach all objects to a single mesh and apply unwrapuvw mod and use the rescale elements tool in the UV editor. Or you can leave them all as separate objects and apply a universal unwrap. Just select all objects and apply the unwrap modifier. Then use the same rescale elements…
The red line points to the world origin which corresponds to the world origin in 3dsmax. They do that so you know when the root is offset from 0,0,0. Most people move the root of the skeleton hierarchy to 0,0,0 before export. If you had an animation for the flag skeleton you could "enable root motion" or "force root lock"…
Minotaur0, you're welcome :) Walrus, thanks for the compliments on my work :) . To attend your question about the lighting. The light that has a U on it is a dynamic light. I placed that to add some rim lighting to the hero prop, it only affects that prop via lighting channels to ensure it does not impact performance to…
I've used it on about 6 characters so far. It's been working really well. And you don't have to fiddle with name spaces like Maya. I've used it on Biped rigs, Custom Rigs, and simple hierarchy setups. I have not used it with CAT since I've always found that buggy anyway. Surprisingly it worked smoothest with Biped. I'm…
In fact I was thinking about a level a la Uncharted, or The Last of Us. If your hardware can handle it, I don't see the problems of modeling an entire level in one file, as long as you keep the scene organized you won't find issues, I have to try what XSI can chew with its GigaCore though. You can isolate a portion of your…
To expand a little, its not that specular or specularity "isn't a thing", its that what we're actually talking about is specular reflections, its one thing, not two different things as many traditional shaders have implemented it. Older shaders would often have simple specular reflection from dynamic light sources, and…
Sorry I missed your request, here is the construction lines: I would say thought that simply matching to the lines probably wont help you very much. Modeling to one view will match an object in 3d space to just that, 1 view, so you get a very 2d construction of what should be a 3d object. Typically what you will get is…
[ QUOTE ] I hadn't known that I could link the bones to the hierarchy before, and now that I have the mirrored arm and [/ QUOTE ] Well the 'hierarchy' of a rig is nothing but a bunch of bone objects linked together. If you create a bone chain, each new bone is simply linked to the previous one (or the one you clicked on),…
Also remember if you use one big sheet to cover several objects and in later levels only one or two of those objects are used, it is still calling a big sheet and not using most of it. Likewise if you have an object that breaks into smaller pieces like a robot that is destroyed and its arms ad legs fly off leaving the…
I normally work off of a 4:1 ratio, 4 pixels to every game unit. With 4:1 if you have a plane that is 32x32 then your texture sheet would be 128x128. I helped a guy unwrap a crate once: http://www.polycount.com/forum/showthread.php?t=77405 I also helped a guy figure out how to unwrap a more complex object:…