@TorQue[MoD] yeah mate. The added 1 pixel border in UE brings it back to 128 again. Even so, this doesn't relieve the fact that lightmaps are a f**ing pain in the arse! :)
I had to put it to 90 from 138~ .. now it points right but I still don't understand why it's rotated after the aim constraint. Is something wrong with the values from the child?
Strange, I'm clicking it right now and can view with no problems in Firefox. here is the full url "www.fxguide.com/wp-content/uploads/2010/10/09Mar/watchmen/wireframe_hd_vd8-1138.jpg"
Thanks for all your answers, it helped a lot. The simplest way I found was to resize the 1024 atlas to 128 and then map it on the models. Then switch back to the 1024 atlas, and it looks good enough.
I don't really know who's going to win this year, but the level of some entries simply fried my brain just by watching, the level of artistry is 115% what last year was.
Go through some free material tutorials on Pixar website. Should give you a good start. https://community.renderman.pixar.com/article/113/bitesize-tutorials-materials.html
Namco Bandai disagree. As do most of Japan. And the Japanese are extremely environmentally conscious (barring of course, the unavoidable Fukushima incident). Also, there are only 128 Million Japanese.