https://www.facebook.com/photo.php?fbid=10150422346445097&set=a.10150422345780097.415917.51752540096&type=1&permPage=1 I knew it Rockstar, ! you gain me 1+ hope point
I've updated this tool now you can use a slider to scale, you can scale down or back up to original, it remembers the original scale //Global variable declaration
i think i finally have it working decently. im currently making a tester script to select those uvs in each catergory small, medium and large. but running into syntax problem //derived from texSortShellsByBounds, uses same idea of combining the shellarea into the shelllist somehow error says $testList hasn't been declared.…
You asked for it. Remember you can also ignore this post. If you did not appreciate the response. Long story short; its very cold & mechanical but i don't see much cuteness & fun factor, (for me). Think a stylized approach to this kind of design would've spoken louder than a startwars rolling bot (one of the many they seem…
That definitely helps Meteora. I think it was a little more confusing then it needed to be cause I have my model fully optimized in terms of deleting unnecessary faces. s620ex1 - I should probably fill you in on the back story of what me and the guy I'm working on this with are trying to accomplish. I'm doing the block out…
do's:* try to hide UV-seams (i.e hard edges, convex corners, hidden spots,...) * keep things normalized (same pixel density = texel space for all UV shells) * lineup edges or faces if they are close to 90° angles, so pixel borders better loop and connect * keep padding space in mind for Mip Mapping issues (because textures…
[ QUOTE ] DLP doesnt have burn in, offers an awesome picture, is small in size, is affordable, and in my opinion is the most sensible display option. Make sure you get one that has newer technology though that will avoid the rainbow effect. [/ QUOTE ] problem with dlp's is even if you have a 4x or 5x color wheel speed some…
http://www.hippydrome.com/ This would probably be helpful. All kinds of good info burried in those images. Weighting, pivot placement, range of motion, mine it for all its worth. I get the best deformation when joints are placed right down the center of whatever limb/torso with little regard to where actual anatomical…