None of this makes sense Take your desired output fps Multiply it by the number of seconds you want the animation to take, make your animation over that number of frames and render them all out.
@Gav: Are you allowed to talk ball park numbers with the number of tris most of these characters had? Or at least the more detailed characters like the Heavy Founder/Vox soliders (the ones with leather armor everywhere).
Yeah, were/if Polyboost is an option, it has a "DotLoop" button you can press and it'll work accordingly on objects with an even number of sides (i.e.-18, 20, 22, 24, etc. and not odd numbers).
Sounds like you are using your external IP. If you have a router, then you're gonna have a different number. IP config on PC, punch that number into the iPod/iPhone/iPad/iTruck/iHamster and that's it.
Here is another shot using number texture. Numbers are clear and sharp all over I guess I am good to go. Thanks Sinz for this texture one of my fav so far.
I'm sorry guys but my "submissions" won't get measured by the number of polygons; "number of particles emitted" will do the job :poly124: [ame=" https://www.youtube.com/watch?v=KL9WgUwXntc"]Remade medicgun effects[/ame] Will be updating in a few hours. Also, I'm open for critiques :P
Well, this is not very comforting: Sony Doesn’t Know Yet If Your Credit Card Number Was Stolen http://kotaku.com/#!5795349/sony-doesnt-know-yet-if-your-credit-card-number-was-stolen
When you use the "pack half and stretch" approach, measuring your texel density after stretching won't give you an accurate number. How do the numbers look before you stretch them?
So i have to assign a different number to every adiacent face? Is there a way to do this automatically and not have to assign manually numbers to every face? Sorry but i read the documentation but it isn't really clear to me.
Oh they are all cool! I think I prefer number 2 but I think, maybe covering her legs for this one could make her more classy in a way? Number 3 is interesting too!