Much appreciated. I'll have a look at that bug. EDIT: Replied. But I'll give you the answer here as well: That bug has been fixed in the current beta and will be gone in version 1.3 of the editor.
For those that are interrested, here is some more info about the AMD graphicchips and the engine: http://www.tgdaily.com/content/view/38145/135/ 100% ray-traced pipeline!? Sounds pretty stunning to me.
Sure, and so was Mudbox - that was originally developed inhouse at Weta wasn't it? The line is not as distinct as you're making out - Mari was used exclusively for *all* texturing work on Star Wars 1313...
I just noticed this but could it be that his legs are uber- long stretched? To me it looks like it was scaled by 1.25 till 1.3 if you compare them with his chest and arms
http://xbox360.ign.com/articles/113/1134855p1.html Rumor from IGN is that it could be sold, not necessarily shut down. I hope everything for anyone over there works out.
hehe , its coming ... gota retexture n stuff ... still some rigging problems , but i had alook at the poly count , and its only 13k without the eye lashes.
try running the installer using applocale http://blog.wentoday.com/?p=136 explains how to install applocale itself, and it's fairly straight forward to use from what i remember
I think what you want is decal projection mapping. Here's an example in the game Trackmania 2, skip to around 2:10 https://youtu.be/CkH5ECGgzig?list=PL5_4wSZ-XuFwIiouoaD2Pf_isVMFiBQdB&t=136
I also thought the lax security was a little odd, but then I figured that the group was well within the sights of any security hidden from sight. I still have to read 119 through 123.
Working on a New Character in time fore the New Star Wars movie and stuff. Based off of Gus Mendonca's a concept for starwars 1313. Lot of things in place, but I'm still in the midst of tweaking and adjusting.