[ 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…
Hi all!I have an assigment in university,to choose a game and to describe it.I have not yet decide,about the game and I need your own help and feedback.I made some guidelines,so to have a point to begin and to be more specific for you to help me. Question 1.:Core concepts of the game(1.a)Summary of the game story,1.b)game…
Hi can anyone help me with a script that can delete anything based on the selection level? Currently I've binded ctrl+backspace to one of my extra mouse buttons (because I cant bind it to another hotkey apparently without the use of a seperate hotkey program) and use the delete key for deleting everything else. But I'd…
Hey everyone, I've spent the last few good hours researching lightmaps for UE4. I have found some useful info such as: 1) UE4's compression algorithm for lightmaps is using a 2 pixel border for interpolation so you need padding... 2) Your islands should be (as much as possible) be perfectly aligned on the grid. 3) For…
Hi Polycount :) I've been brooding on this for a while, can't find anything helpful on Google and set up my own tests... Main question: What is heavier performance wise, using multiple tiling textures or tiling planes with a texture atlas? I will try to explain both methods: 1. For 6 walls (subdivided planes) I use 1 atlas…
Hi all, I asked a similar question to this not too long ago, but I just wanted to double check on something. So when you are using a reference image to build a 3D Prop for an environment, if it's something that you are trying to build that actually exists in the real world, should you try to take as many reference shots so…
1. Move the mirrored shells +1 out of 0-1 space. Mudbox hates direct overlaps. 2. Not sure, but try subdividing it without smoothing and see if it helps.