The way I read it, is everything snaps to either 1:1 UV ratio, 1/2 UV ratio or 1/4 UV ratio so textures align correctly. I could be wrong though, I'm a bit dense. BTW @OBlastradiusO I like the stuff in your Artstation portfolio :)
Texel (texture pixel) density is best kept consistent as much as possible. So having a 1:1 pixel density means the 1:1 with each uv element/shell in relation to each other. Textools allows you to select all your uv pieces and do it with the press of a button (Normalize).
if v1.z > v2.z then 1 else if v1.z < v2.z then -1 else 0; this line tells if it works upwards or downwards if v1.z > v2.z then -1 else if v1.z < v2.z then 1 else 0; this one should work the other way. (not tested)
Hello. My name's Anotida, but most call me Ano. I like making 2D cartoon character designs and concept art that express tons of expressions and personality. I'm still finding out new ways to make unique cartoon designs. Check out my portfolio and Instagram for more. https://www.instagram.com/anomash45/…
Hello, I am about modeling a character assuming is about 6 ft tall. According to reference (Mastering Unreal Technology), regular character height is 96 units (Unreal unit), and it tells 16 units (Unreal Unit) is equal to 1 ft (real-world unit). So I guess that I need to use "1 Unit=1 feet" Is that right? Or should I set…
Howdy, Some of you might remember the skin I did a while ago [here]. Well, I promised an SDK and have finally gotten around to it :| ! I have gotten permission from the models creater 'Rastus' and hope that the leet skins (if anyone actually does skin this D: ) motivate him to get back into 3d. He's lazier than I am..…
points for accuracy man 1 : "what are you doing here, you promised never to do this kind of thing again" man 2 : "i never promised any such thing" man 1 : "not you, you twit ... her" woman : "i've never seen you before in my life" man 1 : "oh ... sorry"
I was wondering if there was a way to bake normals outside of the traditional 0 to 1 UV space. In maya I know you can take a UV snap shot out side of the 0 to 1 UV space but I cant seem to find a way to bake a normal outside of it
So I have a multi sub and I have 2 materials on there (#1 and 2). When I change an objects mat id to say 1, and apply material #1 to it instead of doing so, it automatically changes the object ID back to 2 (or whatever it was standard). Anyone know why it's doing that?
More quotes! 1: Take off your shirt. 2: What? 1: Take off your shirt. 2: My - my God - my daughter gave it to me for Father's Day... 1: I don't give a shit who gave it to you, take it off!