So some good things and some very bad ones :S....being that im a huge fan of xcom probably makes me biased...and no offense to any of you guys that are working on it, but this sounds alot like a hit and miss. If its a remake you do it 1:1, changes muddle the water and i can't think of anything worse than cutting back on…
I have a script for that. It kinda blows up your shells really large you so you have to select them all and scale them down, but they're 1:1 at least. Simply paste it into the MEL command line at the bottom and Ctrl - Middle Mouse drag it up to your shelf. Dunno who made the script but big props to him/her. I got it from…
It's all relative. There is no "real world". :poly142: You can sync your units up to your engines so that 1 maya/max/etc = 1 udk/unity/cryengine, but it doesn't really matter. What is important is saving yourself time scaling objects in the engine by modeling everything relative to a single object of your creation (or…
@jarsef are you motivated to do this at least for this year? being here and care about the thread? someone from sony online suggested a while back to not do a whole character. i think thats true. maybe 2 weeks for a bust. just a bust. thats enough. or maybe 1 month for a bust, retopoed and with textures. i would be for…
nope, 1 UV, 512. maybe 1024 if you're just focusing on learning to texture. hell, you can start at 2048 and just drop it down after. and you`ll see how the texture changes accordingly. But yes. just 1 map. you can optimize alot as well. all those little nobs look like they each have 20 sides to the cylinder, but at that…
What I tend to do is this. Ctrl+G - Group the object Holding the "D" Key change the pivot point to where you need it. Then in the Attribute editor on the right hand side change your desired scale value to "-1" Then select the object and "Ctrl+p" To un-parent the object from the group. What you are essentially doing is…
This year. 1. Got into the recap, I was also featured in a few other places, which was very exciting. 2. Overall, ~twice as strong physically. Ex. 90lb dumbbell press (45lb per arm) up to 170lb (85lb per arm). 200lb leg press up to 380lb now. 3. Took my art from meh to decent. 4. Networked better. Next year 1. Write up a…
Just wanted to post an update as to how it goes for fixing my problems. Someone on the CryDev forums suggested to me a bunch of things to help me fix things (have direction constraint set only to the y-axis, render out in 16-bit, ensure smooth positions is turned on...) So basically what ended up being the issue for the…
Okay so I've set up an example... This is the test mesh: This is the first uv channel of the mesh, for texturing: This is the second uv channel for the decals. The parts which shouldn't have the decal textures, are moved to empty parts of the decal texture: This is a material setup for blending a base normalmap with the…
OMFG Blender is pretty cool so far! Something different from Maya that is for sure. I am just going to have to learn blender on my own time, so we can finish in 90 hrs.... Ok, we (me and 1 other person) are creating a short movie. Doesn't have a time constraint, but planning on making it around 1 min (intro for our game,…