Hi there, I was wondering how a unique mesh like in the example ( the door ) gets such a nice crisp details, do they use a large texture like 4096? i dont think a 2048 will give you nice details especially when its a big object that occupy the whole screen. Any thoughts? Thanks.
I've seen a lot of those textures in various engines: http://img.gameru.net/img/9ced3.jpg But i'm curious about... how can you correlate texture resolution with in-game metrics? I mean, how can you say that a 1024x1024 texture occupies exactly 1 m inside the game engine metric system?
something that highlights non manifold mesh errors. verts/faces/edges occupying the same space. Also polygons adjacent to each other with opposing normals. (this may not be a problem in newer version of Maya) might be nice to highlight 6 pronged stars also. 6 edges merging at 1 point
A quick and dirty way is to make your sprite texture only occupy half the texture. :p You'll have to figure out which half (top/bottom/left/right), but once you've done that, you've basically got the particles rotating about the "end" of the particle.
Depends on your geometry budget, and your target engine. Also consider the significance of the prop/model and the size it will occupy in the world. The smaller it is on screen the lower poly count you can get away with. Posting images would help us provide a more clear answer :)
should be an easy question, how do I get all of these seperate faces to overlap and occupy the exact same coordinates (and fill the uv map boundary)? I think there was a shortcut or something in Maya when uv unwrapping called Unify faces but I barely remember
I have the same problem, when I try right clicking for the quad menu the part which is occupied by the the quad menu is frozen and the part is isolated on the screen I tried , updating the graphics driver (GTX 210), D3d to nitirious everything that I got when I did some researching.
You really should crop the screen shot; the column occupies very little of the area. The near edge seems strangely dark; I'd expect it to be lighter than the darker side. The three cuts above the lower stripe look artificial, and don't really fit with the rest of the design.
@tntcheats, what do you mean by desaturated? if ur refering to why it looks pixelised, the texture was made with pixel art. the concentration of polys is mostly in the fingers, about 80 polys in each hand, compared to the size it occupies, which is why most of the model is not as smoothed as youd want
You won't sleep on your keyboard with this one... This one is good to play Unreal tournament ( vehicles mod ): This one to play WoW when Cartman's mom is occupied: My old chair: Seriously! A good chair is the best investiment if you're gonna past a lot of time sit!