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Showing posts from 2011

The Difference Between a Career and a Job

I have got a really nice and precise description that is crisp and to the point.I really liked it. It was posted by Ravi on : http://thedesimag.com/2011/04/25/the-difference-between-a-career-and-a-job/ There are things that your boss and your human resource director will probably never tell you. One of them is the fundamental truth that a job is not a career. Your job is an integral part of your career but it differs in many ways from your career. Understanding the difference is perhaps one of the most important steps you can take in your career. Most organizations are geared towards maximizing the productivity of its employees, and by definition, the focus is on people to do their jobs better. Traditional career paths entailed succeeding at a series of jobs and climbing the ladder towards success. That ladder has increasingly become curved and convoluted. Therefore, it is very important that we manage our careers as a business; we need to recognize that if we don’t, we ar

UV Layout: Non-square Texturing

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Creating UV layout for a non-square texture sheet Often in gaming, we need to make non-square textures for environmental props. This requirement occurs due to one of the following reasons: Scene importance Object size Saving texture memory (reduce fill rate) Many a times, I have seen artist laying out UVs in such a way for such textures sheet requirement that, though the texture seems fine on a model, it’s actually a stretchy non-square checker layout. In this tutorial, you will see how the UV needs to be laid out to get perfect non-stretchable layout Texel density on the model.AS a base point I have a model (Machet weapon) Based on its proportions and importance, I need a 512(w) X 1024(h) texture sheet. I have laid out the UVs like a normal layout with perfect square checker size. Keeping the UVs on one half of the layout will not solve our problem because this means we are just using half of the complete texture that will be applied to the m