Hey Nielsen I was able to get the particles to start swirling, it just requires some further tweaks to the values in both attractors. Let me just explain it a bit so that you can get yours going: 1. Start with a basic particle emitter. I deleted the velocity on mine but you can keep it if you want to affect those…
Are you texturing at a higher resolution, then making them smaller for your final work? I know some people would disagree with this method, but I think it can help get you to add detail you otherwise wouldn't on a smaller texture. Honestly, when I have a 256 texture, I'll go as high as 1024 to texture it, and then crunch…
Hello, thank you for your answer. Of course I considered 2 and 3 as alternatives, but I was hoping there would be a solution instead of an alternative. I increased the lightmap resolution to 256, and also changed the mesh from a long rectangle to a single square (so even more lightmap pixels per mesh, if I understand how…
Hey, thanks to everyone who commented. This is hugely informative. Good to know about UDK specs. Here are some other bits I found: Unity (according to some users) will run with 70 bones with relative ease, but they recommend keeping it under sixty per mesh. tech-artists.org has this to say, "Shader Model 2.0 and 3.0…
Hi all! sorry for my English :) I have scene with more then 400 objects, which i need to pack at 5 textures with 2048x2048 dimensions. Where and what objects will be placed on current texture are no so important. My problem is that the pack method from the textools don't consider from aspect ratio of the texture correctly.…
Thanks Brice (talking to you right now, but thanks again) I honestly didn't even give it to much thought about how many pixels this character would take up on screen, and it definatly puts it in context about what you said Ikraan. Only thing that confuses me right now (well... a lot of it does, but this is one of the…
Hey there! To give you an idea as to how I started off, I began by deforming a dynamesh sphere at the default resolution (32, I believe) and began trying to sculpt the muscles as related to the torso until I was relatively happy, resetting the poly flow via dynamesh as needed. Next, I would start extruding out the neck…
@Biomag, man thanks so much for the info, that pretty much sums up a lot of things for me. In regards to what I am trying to accomplish. I am making a game and the environment theme is a catacombs (not a dungeon, think Paris Catacombs). I want it to be highly modular so all the parts snap together like lego in the game…
Thank you all so much for the feedback. Since the most recent system cycle when I started doing 3d was GC/PS2/Xbox I never was really forced to work below that. Loud and clear about the texture size >.< Also chalk another one up to not surfing over enough reference for an object I know only shit about. Major fixes - went…
After baking a normal for this mesh which has mirrored UVs down the middle I get a very visible seam in the location of the mirroring. After reading up online about this problem most people suggest to offset the mirrored half of the UVs so they don't overlap in the 0-1 to area. I'm finding this really confusing and I…