Yes I missed that in a hurry. A question though, does FWN means 100% vertical normal or does it also have some wiggle room? Eg. which is more "correct" FWN? I used 2 separate scripts, one require manual face selection, but ensure 100% vertical to face; the other is an one click solution but somehow it doesn't create 100%…
I just started experimenting with UDK again, and I'm noticing some artifacts in my render. I just did a clean installation of the November UDK with a blank project, and so far all I've done is set up a post processing chain and created an experimental shader. The shader converts the output to look like terminal ASCII art.…
I've been using it for years as beta tester and just can't live without it now. This is definitly one of the best retopolgy tool out. Now that the first commercial version has been released, be sure to give the demo a try and buy it :D Thank again for all the hard work, Cristi ! http://www.topogun.com/
16-bit images can already have 4294967296 different shades of color per channel. 64-bit image would have 18446744073709551616 per channel, and as most monitors can't really display all the different colors of 16-bit images, 64-bit images would really just be a waste of disk space at the moment. Maybe when monitors have 1…
renderhjs i think its working with 2009 if im not mistaken?I believe someone confirmed that in another forum somewhere.People have e-mailed the guy who made the script but without success and that why i ask around for some help. The script seems to work after i close all these things poping up,I also get a dialogue window…
@Maher: I would straighten the horizontal and vertical edges in your UVs. I'm a stickler for aligned UVs. It's not as big a deal if you're 3D painting, but it makes things 100x easier if you're just using a 2D app like Photoshop. (It looks like you're using Blender so if you press "w" in the UV/Image Editor it will open up…
Wow 120k a frame for UT2K4! Never remember it being that high, as a lot of my on screen tri count will be heavily instanced I guess it should run ok. I remember reading an article detailing the tradeoff between instancing objects or just combining them into one solid uber mesh, I think the jist was if you have 1000 crates…
Medestruit: Well,thats kinda silly to think saving 10 triangles would have ANY effect at all. What if it had to be drawn in the scene or has to be instanced (for the sake of argument) 100 times? wouldnt 1000 triangles be of no meaning? Wouldnt that have any affect on the engine AT ALL? I also dont think "simple" things get…