Same. Circles are easier to read than squares and numbers are handy for island orientation. Distortion mapping is handy alright, but after so many years of unwrapping my brain has this feature built in by default so I don't need it in my program. ;)
-whats the resolution of your splat map ? if its 2048 bare in mind the default import settings of your textures in unity are set to 1024 -could mipmapping be the issue ? (try turning it off) -texture compression ? (try turning it off) screenshot would help
As it stands, I think it's too close to her default colors. If you made her hair white into blue and changed the color of her scarf it'd read more as a snow day skin. Looking forward to seeing more updates! Good luck :)
https://www.techadvisor.co.uk/how-to/pc-components/how-set-default-graphics-card-3612668/ This should help! What's probably happening is that you're loading 3DO with your integrated graphics instead of your GPU - 3DO requires a dedicated card to process it correctly.
Great to hear you got it sorted out! At least in my case I had the issue even if the suite was installed in the default location which is also why it wasn't obvious to suspect UAC would play foul. Always check and then double-check :)
dont use jpegs, use tga or png, make sure to check your compression texture settings. Your normal map compression gotta be nmap compression, not default. Check for the resolution settings too. Might be less than your source file.
The directional light rotates and the skybox uses light vectors to draw the sun at the relative location (and the moon at an opposite). Check out the UDN if you're not sure, there's plenty of info on matinee and parameters, etc. It's a similar setup do the default UDK skybox with the moveable sun.
I use wordpress, and made my own theme, because I didn't want a lot of the extra fluff that came with the default ones. I have a lightbox plugin, a plugin for modifying post order by dragging and dropping, and a stats plugin called slimstat.
Thanks rumblesushi. For UVing, I just used a mixture of Blender's default ABF and LSCM algorithms. They're very fast, both for organics, as well as hard surface. The big pain in the ass was all the rigging, but even still that only took about an hour.
I agree that standardisation is something they should work on, either default or as an option. For instance shift-clicking to make a line, rather than using a seperate line tool... this isn't just Photoshop, a LOT of software uses this, including even 3d painting software.