Presumably, because each vertex can only have one UV1 coordinate, the modeling program of your choice automagically creates a second vertex at the same location. Now because there are two vertices at two different locations in the UV map sampling two different values in the noise map....
I did delete history and try again, but it failed. However selecting 2 vertices then pressing Shift+ right mouse button and connect components worked perfectly. Thank you guys for the help + replys, I really appreciate it. Haftoof has a good question, does anyone know?
From what I understand, a major problem with tri count on characters is having that many skinned vertices. For every vert you add, that's more than just increasing the vert-count, it has to have skinning information too. So I wonder if we'll actually see it double.
Painted version seems to have vertical carvings along the blade, in your version they are missing :) Also I think handle should be little thicker, more to grip, you know what I mean. Comparing it to the original it seems a little too thin. Good work overall :thumbup:
No fancy workarounds that I know of - I merely do what was previously mentioned, which is paint in a 1:1 map, using the largest dimension of the 2:1 map for the size. Then after I'm done, throw it into PS and scale it to half the vertical size to get back to 2:1.
This is looking very good. One of the things of the concept i realy like is the camera angle. Sharp vertical looking down. You seemed to have softened that and made it less sharp. I was just wondering wether this is the final camera angle or if you're planning on exploring a bit more? Will be following this!
we were talking about this feature missing at work yesterday. would be such a handy tool for game artists its mindboggling its not added yet. another feature would be if you could drop in a symmetry line anywhere in the doc and your strokes would be mirrored across it, horizontally or vertically.
Yeah, you might be right. It's a bit difficult to tell because of the slightly different FOV. All the vertical lines in the original image are perfectly straight, but I wasn't able to replicate that in the engine. I'll try tweaking the dimensions a bit a see if I can get a better result. Thanks!
My guess is seams are usually caused because splitting the mesh resets the vertex normals on the edge of the mesh to point parallel to the triangle face normals. I don't know what 3D software you're using, but you should be able to fix it by selecting the vertices on the seam and averaging them.
In UE3, if you don't have the lightmap channel, it samples the light at each vertex of the mesh and interpolates the result. I'm guessing you don't have vertices along the black beams, so it samples the light at either end (i.e. inside the floor and ceiling) and then interpolates between black and black.