Can't forget about 8-Bit google maps! [ame=" https://www.youtube.com/watch?v=rznYifPHxDg"]Google Maps 8-bit for NES - YouTube[/ame] Also regular google maps has been 8-bit-ified too :) . On google street view just go to the top right and click 'Quest'
For a map like that I'd tend to divide it up into a power of 2 (ie 8 rows and 8 columns) since that's more consistent for game art usage. 10 is a rather odd number to divide a 256x256 map by, for example. It's not a huge deal, but I think I'd get more use of a map that goes to 8 or 16.
First thing I notice is that your specular is at 1.0, it should probably be at 0.5, IIRC it's typically a scale from 0-8% reflectivity with 0.5 being 4% which is approximately correct for most non-metallic materials.
@JacqueChoi> Nice vid! Whether it's personal or professional work, I find 8 hours a day is a healthy average to shoot for. That said, I recently went from standard studio jobs to my first freelancer gig and I've found there's a world of difference between "8 hours work" and "being at work for 8 hours".
Well the HALO 2 Polycounter Party for Sunday night was a lot of fun as usual. Sorry to Doc Rob about not getting him to the game soon enough this past game. As it seems everyone is having fun with playing each other in HALO 2 on LIVE and others have expressed interest in this, I'd like to propose HALO 2 Sunday Night Games…
So I just got my order of laptop memory. I know it's the right type and I'm not going over capacity for my laptop. Just wanted to rule out that I'm not a total idiot. Funny thing is that my laptop can support 8 gigs. The laptop was originally shipped with 4 gigs and I ordered another 4 gigs two weeks ago. The order came…
Hello. First - Brilliant tool! I have a questions about margins too. In 'UVLayout' (for example) 8 pixel setting == 16 pixels between the shell edges - 8 per shell ( no intersecting shell bleeds) Here 8 pixel margin == 4 pixels for bleeding per shell Which one is technically correct ? Thank you.
If i have 4 million model and i divide it one time it will be 8 million nopt 16 million. If i divide 8 million it will be 16 million. I have model with 4 million and i wanted to divide it 1 time that means from 4 million to 8 million. IIt is not related to the memory issue. But thnx for trying to help me.
First guess is your shader is using 8-bit values for each vertex colour channel and then that 8-bit value is being used in the shader creating only 256 levels of height. If it's something like that, you would need to convert your 8-bit to 16-bit and do some kind of smoothing/lerp/whatever between values.
Nice case, looks sharp. Funny bitmap should mention the magical number 8, I usually use it too but found myself using a much greater number so far on this project. Will have to try and be efficient and use 8 for circular shapes on the rest of it. (not that it matters, but I heard once that 8 is the fewest necessary for a…