The problem though is that when calculating two integers that results in a float, like 999 divided by 6, the 166.5 gets rounded to 166. I'm wanting the result to instead either be a integer (when it's an integer obviously) or a float (when it's a float). I should have given this a different title to this.
Ditto what arsh said about LA. Was talking to a friend in Burbank. 111 there. Temp in Culver City at the same moment - 89. thats a 22 degree difference in as many miles. Still way too hot in my apt and my AC is a 40 year old POS.
yeah, i got a HP TC4200 Tablet PC with Sketchbook Pro 1.1, still getting used to sketchbook pro.. none of my sketches look as good as your stuff though.. Love the tablet so far.. just need to get to coloring some of my sketches..
[ QUOTE ] - everyone needs to have the very latest patch (1.61)... [/ QUOTE ] [ QUOTE ] It can run vanilla bf1942, any of the expansion packs or Desert Combat. Right now, it is just running vanilla BF1942. [/ QUOTE ] Actually, I think that's 1.62 but they are both up on the official site.
I can get this for £20 beans on PC through green man gaming, but balls, just bought RE6, and I just finished 165 odd hours in Borderlands 2, so I'm a bit burnt out... I'll wait until tomorrow night :p
Its not about polys. 16k tris is good for me. Come on dudes, we have 2013, next nextgen right in front of us. Make things round .. . [ame=" https://www.youtube.com/watch?v=DLsJzPvfVmA"]Rihanna Round And Around - Best Vines - YouTube[/ame] :)
3ds Max has something called Real World Mapping, where you tell the material how large the texture is in units, and it scales the tiling to match. If I tell it my 4096 is 16m, then it will adjust the UV tiling to maintain that texel density. Might work for you.
OK, I think I've figured it out. For UDIM, each UV must have it's own UV tile even if it is a separate material. 0-1,1-2, 2-3, etc. Unlike putting each object or material in the same 0-1 UV tile for conventional texturing.
Tim knows his shit. Worth a read! https://www.polygon-academy.com/tips-for-artists-struggling-with-motivation/ Excellent replies in these! https://polycount.com/search?adv=1&search=&title=Motivation&author=&cat=131&tags=&discussion_d=1&comment_c=1&within=1+day&date=
On the other hand and just to nitpick, only the SC2 screenshot above in undoctored :D All the rest is promo material or scenes rendered with game assets but with better lighting/res and less texture compression, or scened compositions (proof ? the Borderlands and Brink are both the exact same composition 101) :P