Well the main points that are the smaller more linear levels that aren't helped by the loading zones. This was a problem in T3 as well. In TDP and TMA you had these huge sprawling levels that had multiple approach points. Another point is they seem to have lost a lot of the atmosphere, they removed the factions like the…
Soo! I've been using Knald at work, mostly for getting quick AO's out of existing normals and tried to get some fast normals from diffuses. Funny thing, I happend to click Load normal instead of Load color. So I selected what I thought would be a good base but ended up with a great normalmap. To clearify. I choose load…
Thank you everyone for your advice. I'm thinking about the idea of upgrading my portfolio. I feel I can't destroy it because it's something that took me a while to put together, so I figure I will make a second portfolio that considers everyone's suggestions. Making a quick reference list: 1. To make pages more easily…
I'd agree with Kyuzo about removing the home page, or making it more useful by providing information and links to each of the main sections, not merely the environments. In the video for the orcish drums, you have some odd popping on the flag as is animates. It looks almost like a two-sided object without back-face culling…
Try this out: Select your objects and run the script. It will condense the material editor for any unused materials and remove textures from any material in the scene. It doesn't work on every type of material but it should work on basic ones or even subobject ones. I haven't properly tested it but it should work ok.…
Using Fresnel does not cause the issue, but also doesn't give me the desired result. I want to remove cards that face the camera, but as the normals of the tree have been edited the fresnel will only detect the edges of the tree (similar to fresnel on a sphere), so that method won't work with the vertex nromal information…