thanks CrazyButcher[/b, ], so according to your points tangent space is still faster due to compression ? lol EarthQuake, so that means I know no game that uses it now :P
love the movement on the skater dude, aesir, and happy b-day ^^ here's a quick one tonight, 25/30 minutes or so, just messing around, creating new brushes and all...
this is not entirely related to the game per say, but it gives me an excuse to bump this thread! Brian got some Zero Gear t shirts for his b-day. Brian not pictured in photo!
one more lightmapping thread ? yes ! B) I'm looking to have lightmaps on the Unlit material type.. I read on the UE forums that's a custom material type to compile.. Not sure how to get there. Any resource or knowledge to share? thanks!
http://www.gameinformer.com/b/news/archive/2012/05/31/our-august-cover-story-is-the-next-gears-of-war.aspx It's for XBox 360, I'll be watching this and I don't even have a 360 :)
I personally like the first three the most. I think A and B in particular have a lot of potential. The thing on D's face is a little ambiguous. I'm looking forward to seeing this project progress! :)
There is no 'flip B' in the ZB texture palette. It's V, as in vertical. In ZB open the UV Map rollout and hit the 'morph uv' button. Does the result look the same as the uvs in Max unwrap editor?
Okay, looks like I fixed it. It was a combination of a) Cinema 4D messing up the smoothing on the low-poly while displaying the normal and b) the projection cage being too shallow and distorted. Thanks!
In PS: While in Brush mode (b) press "alt" to select color. Style of your stone is really nice... And I personally don't use much layers, just from time to time.