Not likely we'll add this. There are many gif tools out there. Besides, gif is a pretty bad format for display since it's limited to 256 colors, and they get large in file size very quickly. If you have Photoshop, check out the Timeline feature.
About polygon count I have: 2554 faces, 5110 triangles for the body(jumper, trousers and shoes); 748 faces (1496 tris) for the hands; 3726 faces (7410 tris) for the face
I can seem to figure out how to tile a texture on x and y on one map... I'm using 512*512 and if a tile takes up 1/4 at 256*256 it doesn't tile. I'd need to take up half in order to offset and have it tile correctly, but if I need to take up 1/2 of the texture map, tiling in both axis is impossible, no?…
*Sensible hat on, seeming as you're all discussing illegal activity "Slapping" stickers is illegal and you could end up being fined a huge amount of cash. I caught a bit of a TV show here in UK called "The Peoples supermarket". Something about a community run supermarket with people volunteering to work there as such.…
worrying about texel density is not a bad thing. You probably don't want to sacrifice resolution where you can afford to have it just to match a lower resolution where its a technical necessity - if you are stuck using a 2k map on the body and a have the option of a 1k map on the face you probably don't want to drop the…
Magno is right. Ditch those small cracks and go for bigger details. Those are going to get lost in-game where the weapon will be seen from afar and the textures are 256x256.
I think one of the few holes is the 25k poly limit it has meaning you can't bake in Maya. It's not really an issue because I know a lot of people use xNormal anyway, it's just a little hitch if you want to keep the pipeline as inclusive as possible
You get these errors in the following cases: - More then two vertices on the same edge without them being connected (triangulated) to another vertex - Faces that have are made up of vertices laying exactly on top of each other After you done the checks described by e-freak, delete all the marked vertices, edges or faces…