Leaving it all in the 0-1 range used to cause shading issues in UDK3, don't know about UDK4, but mirrored UV's outside the 0-1 range seems safer, (atleast on the new engines). I tend to leave everything in the 0-1 range unless I come across an issue with baking or exporting to engine.
Hello! Thank you for answering, I'm pretty sure I have done those things which is why I'm so baffled that I'm still getting these errors, like for example at some other point I didn't get them, it just seems so random. Here is my cage, it kind of improved the screw but it still has those weird pixelated parts. There are…
Converting from srgb to linear is done by putting the value on power of 0.4545. From linear to srgb is power of 2.2. To convert from 0-1 range to 0-255 range is by multiplying the value by 256. From 0-255 to 0-1 range is a division by 256. If its rgb values instead of a float, you need to apply these math on all 3…
100rd AK mag usually has a small ring, like a bayonet, which slips over the muzzle. generally they look good though i feel the wear is way overdone, and the spec isnt really working to show different materials as well as it could be. the CAWS is really not reading well because the wear on it has been approached the same…
Wow. I would have never thought about that. Damn ZBRush is very obscure sometimes. Thanks a LOT Cryrid for this trick. This is gonna help so much. INFO about DerRazputin 's trick, as he said, CurveStep shortens the curve but moves its vertices (rings) closer together, so it's not very useful if you work on low poly tubes…
http://www.mootools.com/plugins/us/polygoncruncher/index.asp Polygoncruncher was included with 3dsmax 2010 as a "ProOptimizer" modifier. It basically reduces triangles. You specify a % to crunch or a desired vertex count and it does the rest. It also has settings to preserve certain things like UV layouts, boarders, keep…
When you skin a model to a bone rig each vert needs to be weighted to a bone at 100%, or split between bones that then equal 100%. You can't have something that isn't weighted, that would cause them to be"left" behind when your character moves. So the ring of verts you're having trouble with around the neck should probably…
Just wanted to pop and say thank you all for the comments been really busy around here. Again just wanted to pop and say thank you and soon ill update with some more stuff. igi- Yep I was the creator of many user maps and a few maps on UT2004. Glad my name still rings a bell in those places :) Loved the UT community that…
A minor point, but the rope coils shouldn't be perfectly vertical - offset them to one side by (roughly) the width of the rope and it will look like a continuous coil, rather than a series of rings. I'd also move the handle on the wheel towards the edge a bit to provide a bit more torque. The bucket is rather large…
Redesigned the wings, the forms now match the rest of the ship better. Scaled down the reelings/chromestuff. Did the airintakes better and rotated them abit. Made the shiny ring stuff on the top end of the ship better in the LP. Also changed the window design, not loving it but Ill work for now. Redid uvs and rebaked.…