If you look where they meet the floor, they look a little wonky. UE4 unquestionably uses X+ Y- Z+; if you're baking for UE4, you should use those settings in xnormal, or toggle the "flip green channel" button in UE4.
I'm modeling a remote control at the moment but I'm not sure about the best way to unwrap the buttons. Here's the remote control and the result of a planar mapping and unfold. What would be the fastest way to have straight and clean uvs for this? Thank you.
looking gd dude! for the photo thing why not just throw a Flickr button or whatever u use and alil line in your bio about photography how was scott's class?.. been seeing alot nice work come out of it!
I wish I still fit into my polycount tshirt...you couldnt ask for a better time to show the PC flag. But, instead I'll be wearing a pink colored button shirt. I'll keep an eye out for you beefaroni!
Looking decent :) Never quite liked anything other than a reddot on pistols at most, but this is not looking that bad. However I would move the flashlight and laser buttons onto a more ergonomic position where they are reachable from the firing stance.
Thanks again. So pretty much manually assign smoothing groups to include smooth shapes and UV unwrap later as the UV splits won't negatively impact the smooth shape. I'll stay away from the Textools button hehe.
Try changing some of the options and checkbox-buttons in the Adaptive Skin rollout. Sometimes those can fix issues like this. Also it could be that your zspheres in the hips/legs are rotated 180 degrees, I've seen that happen before too.
back button on the 360 controller, then hit the LB once. that should bring u to inventory screen probably similar for the ps3. reached ch. 4 gettin nicer as it goes. ran out of bullets at one point lol.. freaky shit
Varna definitely deserves it's place. Kind of a crap city, but damn there are a lot of hot girls there. sorry dfacto, i clicked the wrong edit button, that's what I get for not paying attention! i didn't edit your post really
Oh yeah! Didn't occur to me to force an update on the texture by fiddling with the multiply sliders. Good call. Thanks. Otherwise the MEL command "shaderfx -update" works quite well also if you just make a shelf button or hotkey.