Gestalt: all dynamically typed languages still have types, its just more transparent... and easy to break. something worth knowing which i missed initially is that all the code samples in the unity docs have a little dropdown menu which lets you choose the language to show them in. by default its JS
Thanks Mdk! Robo made the avatars for us. I remember someone else having this same problem but I cant find the thread it was in. Im working on an earthshaker totem and im having a scaling issue. For some reason the weapon is slightly larger than it should be and I can tell why. its the same size as the default weapon.
the RGB channels correspond to XYZ in 3d space. 128,128,255 blue will basically inherit the normal direction from the model; while changing R and G values will shift the default normal direction left/right or up/down. There are disadvantages associated with hand painting the normal map for sure, but it's not absolutely…
Wordpress by default does not allow ANY iframe code and does not allow it to run for this very reason. People who add iFrame to wordpress have to go through some serious loops to get it done. I think some tool wrote a plug and was blasted for it. But the site is not wordpress. I told an admin before I went to bed.
I always render out AO maps with 512 set for the rays. I turn on AAx2, and everything else I believe I leave default. It might be you're just not using enough rays. Increasing rays will increase the amount of time it takes to render, but you always want to try to get the cleanest AO possible.
The light shafts from the sun are at an angle. For me this is fixed when I make sure the sky sphere is centered around the play space, with a drawscale of 1000 or so, and make sure the trace distance on the dom light is very large, at least as large as the default map templates or even one digit higher, like 1000000000 or…
You may have hit the C key which samples the color under your cursor, or the V key which toggles between the two swatch colors. Any color other than white will affect the default display of a material/matcap. Try switching your swatch colors back to black and white on the left tool bar.
Getting more texture work done. For the next model I work on I will definitely learn substance painter for any PBR texturing. Working on these maps in default photoshop is very challenging and time consuming. One more day to polish out materials and textures as best I can, then I'l model a base and pose him.
The 3rd person controller prefab is butt. I don't like how the camera reacts. Not a knock on you at all...and I sure as hell wouldn't know how to modify it. Pretty cool. Even though you are using the default terrain stuff for most of it...i just kinda dig cruising around at night through the tall grass.
It's to do with camera range, the default is 100 (which is dire for working with UDK units), if you adjust it to around 1k then seems to be fine. I used to have the same problem as well. For 2009 onwards you click the paper document looking thing on the window and it will show the camera properties and you can then adjust…