One fun thing to note is that, with Toolbag's support for 32-bit textures, you can get some really awesome affects from bloom and emissive by taking advantage of the higher range of colors. This is what the texture looks like crunched down to 8-bit, but it would look pretty much identical to this on your screen in…
Hi guys, I've used the perspective match tools in 3DS Max to match the concepts perspective, whilst then using Max's generic units for a 1-1 UDK ratio. I've then used a placeholder human mesh using 32-32-96 for its size... and it looks ridiculously small in comparison to the door? Uploaded with ImageShack.us
Sorry for the slow reply. Color Depth: Technically speaking just create your artwork in a standard 32 bits per pixel ( so 256 colors for each channel Red, Green, Blue, Alpha ) file format, PSD, PNG, TGA, TIFF or whatever you prefer. Most 2D game engines will take PNGs. If you're forced to work with GIFs you'll be stuck…
Since this is a topic about n-gons, can someone tell me which topology is best (for games)? A: 37 Polygons, 70 Triangles, 37 Verts B: 26 Polygons, 68 Triangles, 36 verts C: 32 Polygons, 68 Triangles, 36 verts D: 35 Polygons, 68 Triangles, 32 verts
Hey, so I totally understand what you're saying. But I think he's going with the actual in-game skill timing. The ultimate skill for this character actually does have a long charge (it's probably close to 3 seconds) and then there's a huge release burst :) Here's the reference! (if you're curious)…
Here's three renders of a fantasy classroom that I designed with Modo. The room will be mostly made of wood, but here is just a block out of what it will look like. There will be 32 desks with 32 students, a closet in the back, the room mostly lit with ambient light from the windows, the teacher's desk in front. These…
Hi PC, I just discover something confusing while learning UDK, does anyone know why UDK give me an error about overlapping UV when I change my lightmap resolution from 32 to 64? at 32 resolution, build light, its all fine and didn't throw any issue at me, but when i change to 64, rebuild light, then i got a UV overlapping…
Poops geo works for me too on 2008 32bit, 2009 32/64bit 2010 32/64bit. =/ It makes it planar not on an axis but on average? Could that be the problem you want it flattened to an axis? Or is it just being more weird than that? Personally I prefer average over flatten to XYorZ, I can do that myself easy enough inside edit…
It looks like the error is coming from your normals map. The stepped gradient is that purple area light purple area on the door. Also, don't use 32-bit TGA for your normals map. You only use 32-bit when you have an alpha mask. Normals don't need an alpha channel. Go with 24-bit and don't compress anything.
I have the 32 bit XP and 64 bit XP on my machine(dual boot). I haven't had any problems yet. Silo works nice on XP 64, Wacom has drivers for XP 64. I keep my 32 bit XP just in case some new programs I try refuse to work in XP 64 though.