I think I've tracked my issues down to the samplers in the pixel processor not tiling. If the x or y axis has a negative coordinate then it just shows up as black.
Thanks Kees! The area light is made using a spot light because its the only light that has a rotate-able light view prj. So I can create an area by offsetting its position left and right, up and down with a transposed light view prj. None of the other lights rotate the projection on the z axis. As I control the bias inside…
Oh, I see. Firstly you'll want to set the Action Centre to Origin. Then bring up the scale tool and scale them 200% in the V axis. You can then apply a 2:1 ratio texture to it (i.e. 512x256) without any stretching.
I've been using 2013. But frankly axis conversion issue, is on every file expect dae, where you can set, up axis explicitly. I used modo with Z-up axis (as it is in unreal), which get's converted to Y-up axis while importing. I honestly never thought that adding single check box to set explicit up axis on export might be…
Easy enough to do in most packages. Pack the maps using your favorite texture editing app, Photoshop for example. Put two 1024s together into one 2048x1024. Then adjust the UVs to match. Scale each 50% on the U axis, and reposition each on U to match the texture. Create a material, load the packed maps, assign to both…
One way to do it, but you won't be able to scale individual axis. Scaling each subtool individually. 1. Select subtool 2. Go to Tool>Deformation>Size (remembering how much you scaled it by) 3. Select next subtool and repeat, etc You'll need to reposition each tool as well as it'll scale from the world origin. Might help,…
heh, now that you mirrored your character he looks very off balance. That pose makes him look like you're modeling him midway trough a fall. I'd suggest fixing that first. Next, try to hide your intersections as much as possible. The knees look odd because the verts intersect at strange locations. Try to set your shapes up…
The globe: I wanted to test out an idea I had and the globe was the perfect candidate for it because it was a fairly symmetrical piece, not just in one direction but in several. It was also a simple object to create high poly geometry for if it didn't work out all I had to do was re-unwrap and bake it again. Splines…