move the uvs of each group into their own uvspace, like head into 0-1 space body into 1-2 space and legs into 2-3 space now uf yoj render to texture it will render the head, to render the body you now move the uvs -1 unit on U axis. For the legs move it -2.
usualu sleep arounf 1 - 1:30 am and if i have to work the alarm wakes me at 9ish if i don't have to work sleep time varrys between 1-4 am, and no matter what time i go to sleep at, it seems if i have no alarm i'll sleept to at least noon
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Look I've seen the subdiv stepdwon photo but I still don't like it I'm in a situation where I need to get from 2 to 1 without adding anymore in the object. I need to get them both sets of two polys down to 1 some how. http://imgur.com/ZuhVAQ6 Or 4-1 I guess I like everything running smooth
If you're using lightmaps in Unreal and are making a long wall, it would be better to not use small squares. You don't have to worry about fitting in the 0-1 space unless you're going to bake something other than lighting. It should have a tiling texture which means it tiles outside of 0-1. So there's no reason you have to…
A safe, and easy way is that you can set material to display on uv channel 2 in the material editor. If you don't wanna do that: * press 2, and then hit "ABANDON" to get to channel 2 then to get it to display: * type 1 again and hit "MOVE" to bring 2 to 1 (this will destroy any data used in channel 1)
S'been a while since I have posted anything. Figure I would share what I have been working on~ This all began during my time at Bungie (Environment Artist 2012-2014). I was primarily doing world building & some modeling in max. We had a dedicated material/texture guy, so I mostly pulled from a library of existing tiling…
Team Name: EdgeFire Games Project Name: Emancipal, The Creator Brief description: The setting of the game places you 100 years from now, putting you in the exosuit of a soldier in the special (and super secret : )) forces. Your enemies will range from earth origin to others out of this world. Youre a fighter, a killer…
Ha! Sorry, I was so confused because you said you were trying to do exactly what you were showing. I'm having trouble understanding Paule's quote there too. But basically you just multiply the starting position by the spinner value. It get's a little more complex when you have to handle undo and canceling when dragging.…
What Axi5 said that one little line will do. If, however, you still want to know how to select move pivot to the origin and freeze transformation you really don't have to switch selection mode back and forward from Object to Component. The trick is that all you need is somehow to get the name of the object while you still…