Never mind. the z feels good but the XY is too much. Interestingly though, all the hallways look better in the larger one, but the large open spaces look worse. I'm sure the feeling of claustrophobia can be fixed with changing the FOV to be honest. However I'm trying to imagine the scene with beds, tables chairs etc. In…
moose: - Thanks! Someone was asking these.... - Here is polycount and texture info. I guess i could just shrink textures 2x for body and head, but anyway, i only use work textures on models now...less file saving to do. - Some changes in face and face texture. High resolution mesh: about 500,000 polys when frozen if…
For Maya download the FBX and Collada version of the skeletons here: http://www.oxynary.com/downloads/UT3CharConv.zip Converted from 3D Max by oXYnary, read about it here: http://boards.polycount.net/showflat.php?Cat=0&Number=249159&page=1&fpart=1&vc=1
Hi there, I'm new to Polycount and I have a question. I have a mesh that I've been trying to import into UDK but I keep getting the following error message: I'm at the point where I'm about to start banging my head against the keyboard. I'm sure I took care not to have any inverted or overlapped faces in my UV map; both on…
Hi! Baking can be pretty tricky to wrap your head around, but rest assured it's a logical process you can break down to get right every time. There's a healthy number of stickied threads to help you with many questions you may have now and down the line: 1 2 3 4 There is also the wiki :) To answer specifics. 1) No, a high…
Cody, yeah, that's what I was going but then I got greedy and wanted to see if I could use that 4th channel. RyanB, that's really interesting. I'm guessing it's just a way to try to counter act the compression artifacts? I wish I had a better example ready, but this will do: I have all my maps with out alpha: set is…
damn you chindia! you took my jerb ! And now you took away seattle from me!!! noooooooooooo :p but yea case and point I dont like cities (Im originally a FL boy and miami is the SAME shit) cramp parking, chance car getting broken into //stolen, paying anywhere from 7-10 bucks to park, bums everywhere asking me for change…
Update on this problem. Obscura thanks for the idea, but doesn't work in my case. The GI is being calculated independently for each face, which creates seams along the edges. Also, since I need to output six separate bitmaps, baking won't work because it makes 1 image. What I've tried so far: 1. Rendering from six cameras.…
Not sure if this is what you want, but its pretty straight forward (i use something similar when i'm skinning characters to see my range of movements on both sides of the character) In the node editor or hypershade, connect the translate of the ctrl you want to mirror (say the left shoulder) to a multiplydivide node(this…
It's not too much trouble if you want to do it this way: - You have two types of texture: one that's normal shirt; and one that's a grid of numbers, all evenly spaced. - set up two UV sets for your player's shirts: one for normal texture, and one with the area that will be numbered (which is mapped to 0..1 UV space) - When…