my sleep pattern has been fucked up as of late Wake up at 6:30 for work Nap right after work at 4:30 wake at 7 for dinner sleep at 2:30ish then up again at 6:30 then today after work i slept from 4:30 till 10 pm
well, the easy eye-balling way is to throw a checker pattern on it and scale the UVs until the pattern is the same on everything. or if you modeled it to scale and your shooting for a 4 pixels per max unit scale (is that what Unreal 3 and the likes use now?) > box map it at 1/4 your texture size (then lay out the uvs)
I realized that i have a huge problem with "Show cage" which slows the view port down when enable it,Major lag is what i get,and even with 4 polys which is ridiculous,I mean i can import a 8 million poly mesh without any problems but 4 polys with Cage enabled
peanut™ Alex Galuzin Pretty much nails it in this 4 part video tutorial series, definitely worth taking a look at. [ame=" https://www.youtube.com/watch?v=3eDjhOtiyuo&list=UUHuzwCBMsExSsORBmDzhGYA"]UDK: Lightmap Basics - Introduction to Lightmapping with UDK Part 1/4 [Tutorial #18] - YouTube[/ame]
What criteria would the tool use to determine where each projection should be blended? Also, for each projection you increase render time. If you are doing 4 projections as part of this, do you want to wait for all your maps to bake 4 times? And xnormal, max, or maya do?
The lighting quality looks really bad. I can see light leaking all over the ceiling and the intersecting walls. If UE 4 still has quality settings for lightmass: use production settings. I was hoping Epic would've fixed this issue for UE 4. I'm really disappointed if they haven't :(
Hey, I'm trying to work out how to convert a 8 point octagonal shape into a 4 sided face. (see attached image) It's great for smoothing into a round shape for mechanical detailing but I'm unsure of the topology to reduce the outer edges from 8 to 4 whilst keeping quads or if it's possible. Thanks in advance!
needed a little break from dom war so I decided to do a low poly guy. I stumbled upon this drawing a did in grade 11 or 12 and figured it'd be a fun project. I sat down an did the model and the UVs in 4, maybe 4 and a half hours and started on some texturing but its not worth showing yet.
BUMP... Since no one answered this question, I only assume its because... 1. This isn't even possible with UDK. 2. It is possible, but now one has even tried it or know where to start. 3. I am a crazy person. 4. My question is unclear. or 5. A combination of 1-4.
Your outlet UVs use only 1/4 th of the height of your map, make it use the all UV space and use a 128 px map (512/4). It will make the same textel density with less maps. Consistent texel size + Maximizing UV space = less map = Less memory