http://p3d.in/b/2013/05/10/jupiter/ p3d.in gives the most accurate results from what I've seen. I'm not too concerned with browser support since most modern browsers automatically update themselves these days.
Further reading for those interested, gi.biz have published some juicy emails from the whole affair. http://www.gamesindustry.biz/articles/2011-07-05-revealed-the-internal-emails-that-provoked-whistle-blowing-at-team-bondi-blog-entry
Oh be sure to apply a checkerboard pattern to your mesh to ensure distortion is kept to a minimum before you scale everything down to fit in the UV space. Something like this as well: https://threepencils.files.wordpress.com/2015/02/uv-map-template.png
The amount of times this has happened to me is crazy. The only fix i've found is to use this method http://gametextures.com/blog/2014/05/12/fix-your-wacom-drivers-without-restarting-win/ Or just reset my PC
making some progress, gonna add custom weapon(crossbow) as well many other things... [ame=" https://www.youtube.com/watch?v=JCzDxTGDgcc"]udk 2011-12-27 02-14-50-18.avi - YouTube[/ame]
Neox, if only there was a way to rotate around the head to check on the size of the eyes. I dunno, something like... http://www.polycount.com/2013/05/19/sketchfab-integration/ ?? :) Gav, this is shaping up nicely. I'm in agreement with those cauliflower ears!
As far as I remember this heappen when you extracted root BGSwitcher folders from archive directly to Scripts folder. It was my fault to call both root and inner folder with the same name "BGSwitcher":( By igor_grinchesku at 2011-05-19
[ame]http://ca.youtube.com/watch?v=tKKxPtP6XjQ[/ame] Does this really work? I'll post this legendary rap battle that takes quite a turn around 2:05. Edit:Oh shi- Adam's da bess maing - he diiid it
http://www.boeing.com/commercial/gallery/787/k63450-02.html I would jump in that chair and tell the person next to me "MAKE IT SO NUMBER ONE!!!" Seriously looks like they are making it look like sci fi ship.
Don't even bother with UV/smooth splits. Set the entire mesh to smooth, export .fbx with tangents bi-normals unchecked, import to SP with compute per-fragment checked (default) bake should be perfect at default ray-distance (.02)