Might be dated info so take it with a grain. For game art bevels are important when it comes to baking textures. Rounding off corners and edges is important because no edge in nature is a pixel sharp. Even a knife edge is round and reflects light. If corners are left square they look unnatural and artificial and they bake…
Thanks, Avanthera. It helps immensely. For anyone else who may be daunted by the amount of typing, in terms of importance, the questions are prioritized as follows: "Simple" (MUST-HAVE info) "Advanced" (Good info to have) "Rankings" (would be nice info to have, but not as important as the other two) If you're pressed for…
Im currently trying to find any info on a place in Issaquah , I am trying to find hopefully a house/town house to rent from . If anyone has info please help me out. Im doing research right now on craiglist and move.com but any additional info/ people that live theres opinions (making sure I dont move into a ghetto) will be…
I'm confused, you're trying to go from Max's UVW to source's texture projection system (this) And your trying to do this by only reading u/v co-ordinates? Your setting yourself up for the impossible if that's the case as the math to transfer between the two would be WAY out of the leauge of most anyone who'd do it for…
COMPANY AND THE PROJECT We are an indie game studio consisted of professional and friendly people. Additionally, we are a team of skilled artists and dedicated indie enthusiasts. Our current project is INT, developed on Unity Engine 5 for platforms Windows, Linux, and Mac. INT is a 3D Sci-fi RPG with a strong emphasis on…
Hey geniuses! I'm using Maya 2011. I'm trying to figure out how to have a mesh with a 512x512 color map with vertex lighting info over the top of it. Does that make sense? So, I want the color map to come through clearly but have the lighting info be baked into the vertices. I thought the pre-lighting option would be the…
i was looking for that, too. i found something and changed some lines. it works on state changes and works fine: // Autosave Maya scene // // - add this 2 string to usersetup.mel in your scripts folder(if you don't have the file, create one..) // // source AUTOSAVE; // AUTOSAVE(); // // - the autobak files will be saved to…
A search is a good place to start. http://polycount.com/search?Search=unity+lighting+mobile There's a lot of good info here already. Don't just rely on the search results, click on them to see what's inside. I did and found some good relevant info. Also did you read the Unity manual? Lots of good info there about mobile…
Haha, no worries, I think we all do the same when we don't expect our comments to be posted publicly. :poly124: Thanks for posting, certainly some good info here. Reflectivity for metals certainly should be represented in color values, the only reason my data was basic brightness values is that I needed to quickly sort…