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the proper way to post images?

rockd
polycounter lvl 18
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rockd polycounter lvl 18
I've been wanting to post some things I've been working on for my portfolio. I was wondering what is the best way to post images in pimping and previews. i notice sometimes you have to click a link, I would like my work to appear on the screen. thanks rockd

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  • cholden
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    cholden polycounter lvl 18
    Here's the tutorial on hos it's done

    http://boards.polycount.net/showflat.php?Cat=0&Number=533&an=0&page=0#533

    That's for creating thumbnails. There's also a lot of jpg optimizations you can play with when saving your image, as well as actually image size. Personally I'll like to use smaller images when in an image heavy thread, and if pimping a lot of updates, I like to edit earlier version posts to be links to the image. This way the thread loads fast and people can still see your work in progress.
  • rockd
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    rockd polycounter lvl 18
    thanks for pointing me in the right direction. So I've been reading on the boards for a while now. So is an SDK file a max file unwrapped and ready to texture. Is there any certain way to save those files?
  • MoP
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    MoP polycounter lvl 18
    If you're making an SDK, they usually consist of the 3d model in a couple of formats (.3DS and .OBJ being common ones) which you can export from 3dsmax.
    Many people don't have a copy of 3dsmax, so if you release an SDK with just a .MAX scene file in, they won't be able to use it.
    Usually an image of the UV unwrap layout is included too, so that people can start painting straight onto the model.

    MoP
  • rockd
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    rockd polycounter lvl 18
    So I will include both file formats and a saved jpeg from a textporter render. thanks MoP, I have enjoyed viewing your work and posts, I have learned so much from this message board and from you, its weird you replied because you are one of the names i recognize on this site. thanks rockd
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