Exporting with n-gons/non-triangulated geometry via obj still produces holes, which is why I use turn to poly modifier to close up any ngons. An equivalent is to simply triangulate your mesh then export as obj.
good stuff, face is h0t my only crit would be to paint the highlights at a more consistent pixel 'subdevision', some of the details/edges r very fine but the final highlights r fat n chunky, creating some contradiction.
newest afterburner download http://downloads.guru3d.com/downloadget.php?id=2850&file=1&evp=b6042b43516e68f3ffa2db8f76240716 GPUTweak download( still not at version 3.0 though ) http://support.asus.com/download.aspx?p=9&m=GPU+Tweak&hashedid=n%2fa
http://images.google.com/images?q=ecto%201&oe=utf-8&rls=org.mozilla:en-US:official&client=firefox-a&um=1&ie=UTF-8&sa=N&hl=en&tab=wi Looks like plenty to me.
I might head out too for some booze n chatting. It's been awile. Sammy J's in Burnaby is a good hangout if it's not downtown, half the waitresses know me there as a bunch of us from work go there for lunch once a week.
http://www.channel4.com/entertainment/tv/microsites/N/nathanbarley/ So c'mon UK folks, I need to know If this show is funny or not?! For anyone who never saw the online spoof TV guide, TvGoHome thats where Nathan was born. Scroll down to the show that starts at 12.50am.
This reeks of 1997 ERR I MEAN this looks like Krush Kill n' Destroy, in FPS form, with depth, and is not some boring soul patch guys in huge marine armor suits shooting at some alien or punk. I like it!
It is specific to unreal engine's material functions and how it generates the hlsl code, if you use UE4's global shader it works fine. From what I remember it just copies the code into the material expression and based on the error message I am guessing that when it translates the expression it cant compile function…
thanks everyone :) s6: right now i only really prefer to stick with maya because of how fast it feels. being able to quick swipe or flick marking menus for tools is great, and when i go back to max i find the quad menus incredibly primitive feeling. tools-wise, its pretty much all the same. theres a few things here n there…