This behavior is expected. UVW space doesn't change with the bitmap ratio. So UV position [1,1] is always the top right, and [0.5,0.5] is always the center. Simply scale your unwrap 50% vertically. Or whatever ratio corresponds to the texture size you choose.
Good morning, students. And welcome to Archery 101. I will be your professor for the semester, Doctor Hood. Anyway. I've got this idea for a simple, little fantasy scene. Came up with this character for it. Still very rough. Critiques and feedback are more than welcome.
fack ! the cowking !111 love the colours add some cutted heads from all main characters around the guy ? like sorce, paladin, druid etc , like he was too much badass for them ? agh i might be saying nonsense...
I sometimes encounter an issue with deformed textures and losing details in some regions of my models, like normals or edge highlights, after importing my assets to Unreal. The reason being is that Unreal rounds up UV coordinate numbers, unless full precision UVs are enabled for static mesh: Here are some examples. Left is…
@MACHIN3 hey, couldn't reach you via email so asking you here - I'm getting an error with 2.0 and 2.01. it tells me I have an error on line 162 of create.py - "cannot unpack non-iterable nonetype object"
For people having problems getting Expresso to work on Photoshop CC 2015 1.1, apparently it just won't work on it. But if you revert to 1.0 it should work fine. http://polycount.com/discussion/137932/expresso-texturing-tools-photoshop-plugin/p2
Even though this site mainly focuses on using Nikon, all of the principals and techniques can be applied to other flash systems. It's pretty much the bible with regards to using flash: http://www.strobist.blogspot.com/ http://strobist.blogspot.com/2006/03/lighting-101.html
Anytime someone bashes a game based on it's engine it makes me chuckle. Of coarse it's a design decision, wasn't that already discussed? [url=http://www.gearboxsoftware.com/community/articles/1061 ]Here's[/url] an article about designing for adjustable FOV in Borderlands 2
You should stop, like, now. Read this: http://www.cls.yale.edu/page.asp?file=2/168 And srsly, digital is a legit medium; it is not necessary to put the definition in legal documents; they also cover media to be invented in the future. Just stop it. Hi Fred!
as far as i know the first source games had no specular just cubemaps, that faked specular.. HL2 Episode 1 or 2 was the first source game with phong shading, which they advertised as the new black ;) e: http://www.garry.tv/?p=121