The image i assigned on plane do not display when i unchecked "match bitmap ..." and when i checked ... the image display but it blurry my pc : dual cpu E2160 1.8 , ram 2gb , video card quadro 600 I want to display image whenever i check "match bitmap ..." Can anyone help me with this?
So any recommendations or horror stories on any companies I should consider? I'm looking to spend about $1800 US, and it will pretty much be my second desktop (gaming performance) since I've run short of room for a true desktop. Thanks also, how does pentium M compare to Pentium 4? Like what would a 1.8 ghz pentium M be…
I've seen several different techniques for blending / overlaying normal map details in Photoshop and was wondering what technique most people are using. Some of the techniques I know of: 1) Set the top layer to "hard light" 2) Set the top layer to "overlay" and set the blue channel level info to "128" 3) Blend each of the…
When I open Quixel Suite it prompts me to update even straight after updating. I'm currently on 1.6 and trying to update to 1.8 but the software just wont do it. This isnt such a big problem, the biggest is that I cant actually use any of the programs. Whenever I click on an icon to boot ndo/ddo the program just stops…
What resolution are you using for your textures? Most game models use textures which are 1024x1024 or less. 2048 is rarely used, and 4096 even more rare. What hardware are you using? For example: Intel i5-2500 3.30GHz, 16 GB RAM, 128 GB SSD, NVIDIA GeForce GTX 260, Windows 8.1.
Seems pretty solid modeling wise, The base is way too small though, If you compare the dial to the part you talk into you see that the base should be about 175% of it's current size. Chord looks too thin as well, easiest way to adjust that would just be to move vertices along normals. Good job so far!
It really depends on your engine. You can encode the necessary bone matrix as quaternions which reduce it to just 2 registers for each bone (=128 bones max for SM2/3). The number of bone weights is independent of the number of constant registers. But it is a common assumption, that 4 influencing bones per vertex are enough…
If you go to view > world properties and expand the defaultpostprocessing, you'll be able to mess with DOF there, i normally use these values as a base: Bloom scale: 05 - 1.2 DoF_Blur Kernal Size: 128 DoF_Falloff Exponent: 5 Dof_Focus Inner Rad: 25000 Scene saturation set to: 0.25 Gives the sky and fore/background a nice…
The Link button is seen with tutorials made with Suite 1.8 or earlier. Color ID assignment is now done inside of 3DO: SHIFT+C+LMB on a color opens the Smart Material browser to immediately assign a Smart Material to individual colors. C+LMB on a color assigns an existing Material, Smart Material, Color Layer, Group, or…
Hey wysiwyg! Is your model one mesh group or is it multiple? The reason I ask is that multiple mesh groups in 1.8 will only display on one part of the model, so you'll need to export the model again as a single group and reimport inside of 3DO. That should fix it. If not, do you mind uploading it so I can take a look at it…