They are at the STS-117 photo gallery on NASA's website. http://spaceflight.nasa.gov/gallery/images/shuttle/sts-117/ndxpage1.html I also love this one :
The following procedure covers creating an Ambient Occlusion or "shadow map" using a normal map and low poly mesh in 3ds max 8. This may be old news for some of you, but it is a technique I learned recently so I thought that I would share. Some may ask "why not just use your high poly mesh and a projection modifier to…
Use glAlphaFunc(GL_LESS, 128); instead of glBendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); and let glDepthFunc untouched, that'll remove the blending and use on/off alpha at threshold 128 instead.
Sweetness some awesome polywork in here! Citizens I'm taking this thread back to lowpoly. Practice model for the 128 thread on CGchat. Specs are 128 all the way.
Most of the games I worked on used photos as a starting point. Those photos would be cut up or painted over to create the textures. Companies would also buy CD libraries of pre-made photo textures and multiple companies would use them. One popular CD library was photos of buildings in Vancouver so there were a bunch of…
I use MODO for modeling and UVing prop assets for game
engine use. Scripts 1-5 improve general usability/UI. 6-7 are a part of my modeling workflow. 8-10 are a part of my UVing workflow. * Eterea Snapping Bar – Cristobal Vila http://community.thefoundry.co.uk/discussion/topic.aspx?f=119&t=80869 I dock this at the bottom of…
Hey guys! I'm building an environment based off a scene from one of my favorite books, First King of Shannara by Terry Brooks. Basically, the characters are searching for a powerful relic called the Black Elfstone in an ancient fortress called the Chew Magna, hidden in a mountainous region. (Currently I am focusing on the…
Thats an image of 1.8 right? I've noticed that the maps i've generated in 1.8 have been mostly been "waterworlds". Took a few goes to get a spawn on a big land mass.