Jinx Front view design Type 1 , Type 2, Type 3 Concept wasn't easy..... I'm not gonna get away from concept type 1. :poly127: Maybe..I will choose type 1.:poly121:
i understand that model can be made from various parts/elements but is it ok if it has multiple texture sets ? for example: 1 texture set for a wall of the house 1 texture set for air condition 1 texture set for propeller 1 texture set for the holder under conditioner
not totally sure what you mean when you say "declare". i think making a cubemap lookup function manually is a lost cause. it would be wiser to look into something like dual paraboloid reflection maps. the difference between a normalmap and a color map is simply the range. colors go from 0 to 1, normals go from -1 to 1. so…
Guy #1: You're a worker. You rise fast. Guy #2: Like a 12-year-old's dick. bonus hint: Guy #1: Go fuck yourself. Guy #2: I'm tired from fucking your wife. Guy #1: How is your mother? Guy #2: Good, she's tired from fucking my father.
Cool, I'll be waiting for it! I think it would be nice if it exported a map with values above 1. Like a 32bit exr or tiff. Or maybe a map with values from 0 to 1, with an IOR of 1=0.1, that we could then multiply in Nuke or something to get proper IOR values back from it. I don't know, just an idea like this!
I'm trying to find if there's a way to view animation curves with as an offset from some reference frame's value (probably frame 0 would be fine) so that I can see X, Y Z movements of an object together at a reasonable scale. Currently the tracks have values in parent-space, which is fine, but they're absolute values. So…
Depnds on too many things. Timeframe, workload, polycount, texture size, latform. From 1 model a day built/mapped/textured and rigged to 1 a fortnight.