Ok here is what I have. Goods: 1. Interesting so far. 2. Nice environments and future tech. 3. Good music. 4. The hiding behind corners bit works well. 5. Weapons have "pull" to them. Bads. 1. Poor Facial Animation, (can forgive) 2. Buggy Release. Sometimes it freezes when attempting to load levels or load moves. (update…
Hmm. Not a good combo. Some hard choices to make. 3 options I see: 1. Put the head & body side by side. 2048x1024, manually in PS. In Max use UVW Xform to precisely align the head and body UVs to the new layout. UVW Unwrap to scale down those fingernail UVs into one of the gutters, that's the most manual part. But no…
Uly's Pretty Simple, "Cool" Summer Smoothie!: You need a blender. (you can give or take on ingredients. pretty much comes out the same. The order is important, though) 1) 5-7 Ice Cubes: Put these assholes in a blender. Use Ice Crush until you hear no more chopping. 2) 1 Banana: (2 if you really liked Bananas. I guess.) Put…
I've already posted Olick's results on the compression of voxel octrees. Important elements: - Geometry won't get distorted because you don't store world position data at all; it's implicitly defined in the octree itself. The position of the voxel in the game scene is derived from it's position in the octree, so no need to…
those are dynamic shadows. the editor hides them once the object gets too far away from the camera. if you want "real" shadows you need to bake them. 1. make sure the model you exported has 2 unwrap channels, 1 for textures and the 2nd as a unique unwrap for shadows. (if your asset doesnt have a 2nd unwrap and you cant get…
Oh.. thats very interesting - I change for 'automatic unwrap' and it works... I've changed again for 'use channel 1' and it works too... bloody hell.. but as you see on my screen - I always had 'use channel 1' edit: I did it again with other object with the same problem: - at the begining I have 'use channel 1' (ethg is ok…
Well my 3 ideas didn't work. 1. setting the faces you didn't want distorted to have custom normals. Results had projection errors. 2. Same as 1. but averaged the cage. Results had projection errors. 3. Tried to split uv groups and back and then merge. It completely fixed the projection, but caused errors on the seams like…
vector compose and decompose (making float3 to 3 floats and vice versa) you also got to know the values of the muls and additions/substractions the minuses from top to bottom = 4 3 2 1, the mul on the right of the minuses is 5 the muls on the bottom are 16 and 9 (screen aspect ratio) and the laswt mul is a multiplier for…
1) Bring the mesh down to level 1 sub division. 2) create UVs 3) Bump the resolution back up to the max level. 4) Under the Texture tab that is right under UV tabs, Texture from Polypaint. 5) Clone the texture. 6) Under the texture menu click flip Vertically. 7) Export the texture. Exporting the entire mesh with the…
Henry Ford proved that working 8 hours a day, five days a week is the most productive schedule. It's a solved problem even though many people would like to pretend it isn't. Also, if you have a family you can forget about putting in 70+ hour weeks. Unless you want your kids to hate you and your wife to say adios. Divorce…