just released a new version of ShoeBox v3.2.0 with some new Bitmap Font features. It can generate an automated optical kerning for any font including non Latin based ones. It shoots rays on each bitmap character to determine its volume of the left and right side of its silhouette. By averaging each side's rays lengths into…
Hello, thank you for your answer. Of course I considered 2 and 3 as alternatives, but I was hoping there would be a solution instead of an alternative. I increased the lightmap resolution to 256, and also changed the mesh from a long rectangle to a single square (so even more lightmap pixels per mesh, if I understand how…
Hey, thanks to everyone who commented. This is hugely informative. Good to know about UDK specs. Here are some other bits I found: Unity (according to some users) will run with 70 bones with relative ease, but they recommend keeping it under sixty per mesh. tech-artists.org has this to say, "Shader Model 2.0 and 3.0…
ok so im going with the 2600k since it seems like Ill get the most out of it. Now with the motherboard Im trying to step down a notch in price from the sabertooth. Ive selected some msi,asus and asrock(which i dont know the name really)boards. Im gonna check out the reviews on these and see what people are saying. What im…
Thanks Brice (talking to you right now, but thanks again) I honestly didn't even give it to much thought about how many pixels this character would take up on screen, and it definatly puts it in context about what you said Ikraan. Only thing that confuses me right now (well... a lot of it does, but this is one of the…
Hey there! To give you an idea as to how I started off, I began by deforming a dynamesh sphere at the default resolution (32, I believe) and began trying to sculpt the muscles as related to the torso until I was relatively happy, resetting the poly flow via dynamesh as needed. Next, I would start extruding out the neck…
@Biomag, man thanks so much for the info, that pretty much sums up a lot of things for me. In regards to what I am trying to accomplish. I am making a game and the environment theme is a catacombs (not a dungeon, think Paris Catacombs). I want it to be highly modular so all the parts snap together like lego in the game…
Thank you all so much for the feedback. Since the most recent system cycle when I started doing 3d was GC/PS2/Xbox I never was really forced to work below that. Loud and clear about the texture size >.< Also chalk another one up to not surfing over enough reference for an object I know only shit about. Major fixes - went…
Hey, been running into a problem recently regarding the neutral grey values of the UDK Material Editor. From my understanding Constants are set up representing the 0-255 Color Values into a range from 0-1 0 being black 1 being 255 white 0.5 being 128 neutral grey However, as I've been pushing forward playing around more…
After baking a normal for this mesh which has mirrored UVs down the middle I get a very visible seam in the location of the mirroring. After reading up online about this problem most people suggest to offset the mirrored half of the UVs so they don't overlap in the 0-1 to area. I'm finding this really confusing and I…