A big problem I see is the initial page is a big picture of your face and a wall of text. Which continues to the portfolio where the thumbnails are just a little bigger than the picture of your face. I'm all for seeing a resume/CV early, but we need content AND fast. Modular church beauty shot is a weird stack of filters.…
Man, I loved this game as a kid, in fact I still really enjoy playing it when I can be bothered resurrecting my NES. So it's exciting and terrifying to see a remake of such a successful/classic title. I'm a bit surprised there was no mention of the original BC storyline in that interview. For those who don't know it,…
I have now imported 6 different models created by different people with different errors and what not. I am using Maya. Here are some kinks and workaround I found when doing this. Might help someone. I am not entirely sure that all of these steps are absolutely necessary, but most of them are. I don't think you can go…
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Your settings seems to be correct ( btw the highpoly normals override tangent space is not really tricky ... it does nothing if you leave the "highpoly normals override file" empty ). The tangent basis for a perfect weld should show three axis ( one red, one green and one blue ). I see bunches of different tangent basis in…
this is coming along nicely! I love the mount's face. I think that the middle portion of her mace could do with being thicker as it might get lost at game perspective
^hahah i have to agree. It also sounds like an excuse for some people that just don't want to face the facts that consistent hard work is pretty much the way in the industry.
It's not weird at all. Those faces on the sides are taller than the faces that are facing us. The point represents the center of the face, and the faces in your examples are of different height/width.
Those are back faces. Flip the normal on the back faces (in the shader). Not sure about Unity, but in Unreal, there is a node called 2 sided sign. It returns 1 for front faces and -1 for back faces. And there you can use this node to detect and flip the normals on back faces. This would simulate that you have actual double…
If im not mistaken,the % of faces shown on a V-Ray Proxy is determined at the creation of the proxy (I.E on creation,you get to state how many faces max. will be shown when the proxy is in face display before you export the proxy out) I don't think there is a way to alter the detail shown /amount of faces shown…