Free or not, renderman isn't for the faint of heart if you really want to get the most out of it. /edit.. still it's pretty cool that they're doing it. /edit again... what I find just as interesting is the commercial price will drop to $495
Collapse the modifier stack before you edit the Smoothing Groups. Editing them below the UVW Unwrap modifier shouldn't cause the UVs to be reset, but changing the vertex count always does, and you're probably doing this inadvertently somehow.
Testing out the pose, I'd like to push the stance more and make him feel heavy. Any recommendations on doing so? edit: fixed pose Now to figure out how to translate proportion edits to a-pose model
[ QUOTE ] Tubby 1-323-481-7482 [/ QUOTE ] Oh my god! Tubby's phone number is in there!? [Edit]Oh wait a minute, he calls himself Tubboy...or did he change his name again?[/Edit]
Sir-knight: use the brush at full opacity on white canvas, edit it as much as you want, select a square around it, edit>define brush preset. Change your brush settings as you wish. save abr. Done :)
jsut to add to this , you can send you zbrush base model back in to max, edit the uv's and rexport back in to zbrush, but as long as you keep your mesh as 'edit poly' or you will get a weird triangular mess.
I have been working on a portfolio piece for a while now, but I'm not really satisfied with the progress, Somewhere along the way, I feel I’ve lost direction. I’d deeply appreciate honest and constructive feedback—no sugar-coating, please! Issues I'm aware of * Environment feels underpopulated; lacking enough props and…
The International Edition of FF12 (ie. the enhanced edition) also has a complete fan translation patch which has some very nice enhancements over the NA/EU version. FF12 running in HD via PCSX2 is really something worth seeing:
There hasn't been a case of it being used yet. If it does happen, you can let us know. We can see the full history of all edits on the site, so we can bring anything back if we disagree about the edit.
Thanks. I think I will use this scene for further light expriments. I was wondering, in games lighting, for light maps do they use point based lights to get bounce effects or is radiosity/skylight typical? *edit* concerning indoor lighting. *edit*