write down "everything" is a bit much, but a "knowledge transfer" phase is a pretty common practice to wrap up a job in a professional manner. keep in mind, any sort of docs will never replace TA staff who can apply this knowledge and adapt it to solve all kinds of different issues. if that were the case companies wouldn't…
Not sure if you do it this way but a good way to reproject is first subdivide your mesh once and then click the project all button and then do this for each subdivision level until you reach a satisfactory level of detail. This should solve most projection issues. I mean do this opposed to subdividing to say level 6 and…
some updates, problem upper I still didn't solve, so if anybody can point me where to jump I'll be very glad. slowly I began to put together some stuff in UT4, don't sure yet about the design of the train, so I'm doing two style variants and after decide what will be better.
notice the durr :P and the article does actually say he was unarmed when shot, but wasn't exactly cooperating with being captured, he was resisting for some odd reason. And the best way to stop someone resisting capture, is to shoot them in the face, I also heard it solves LOADS of other problems. It's like a miracle cure!…
Fantastic work man. I am utterly impressed by your attention to detail and dedication to quality. Your shader choice on the cockpit solved the focal point issue. Not sure if you toned the values down more since the last time you showed me the flats but it's reading so much better now! Hell yeah! On to the next mountain :)
Thanks for the quick reply! Is there anyway to minimize the padding size to help reduce the outside distortion. And like you said it makes the UV texture not very visually appealing, any solution on how to reduce this? I can't really rearrange/readjust the uv's as it wouldn't really solve the issue. How do other people fix…
I forget the exact Ring of Light code, but a lot of the "red" errors are caused by overheating. Try removing the power cord from the 360 unit for a bit (5-10 mins) and then hook it back up and try again. We had that problem all the time with our dev kits, and unplugging/replugging in the power cord usually solved the…
I love that gumby effect. Q3A solved this by splitting the model in 3 pieces, however Q2 has pretty much the same structure as Q1 models (just a bit more warpier, and supprots external PCX's) so it's rather primitive vertex animation. Being Quake2, where everything is animated by fixed frame macros, you'll have to deal…
That solved the problem, thanks very much :) @Jeff: I want to select ALL vertices (that is, turning ignore backfacing off). If there's an option to toggle this on and off globally that would be sweet. Editing: Well, moving the planes has also fixed this issue. I was not able to select all vertices before because some of…
Call me crazy but I think the renderer from Maya you posted just needs to flip the vertical component on the normal map... If you see with detail the bump from Maya renderer has the "height" inverted... where it should be "embossed" is "elevaded" and vice-versa... I have no idea really but try to make that, perhaps can…