Not sure if anyone else grabbed one, but Target had a bonus "Art" disc for Crysis that was free. It came with a 5 dollar coupon, an in-game vehicle and some pretty cool artwork. I found one on the electronics counter in my local Target.
John: The Cell is geared for vector processing, morph targets should be child's play for it. The Xenon's CPU should be capable enough, too (HL2 uses morph targets and doesn't choke current PCs). No word about Revolution but it'll probably be comparable.
Depends. What's your target hardware? Most people always assume PC/console is the target. But if you're doing mobile, or VR/AR, baked AO is nearly always going to win over realtime/screenspace AO. The hardware just can't handle it.
As the title suggests, ZBrush's decimation master is only decimating half of my mesh. I've basically created a diff mesh from a morph target. All the data on the diff mesh remains while the original morph target is decimated. What am I doing wrong?
MARI has a feature called 'Linked Patches. Basically you can say that one patch is the source patch/udim and define target patches/udims. Whatever you do in the source/target patch will automatically show up in the other patches/udims.
for those saying 60 polys is too low, low is completely relative. Depends on where your camera is, how many trees, render distance, art style, target platform, what your Lead or in this case Professor says the target polycount is, etc.
**Woops accidently opened the thread without anything in it** Hello, I'm getting a strange error when rendering. Look at the shadows in the picture i attached. makes it look like the object is floating?? but its going right through. Using Target spot skylight and omni. Target is casting shadows and skylight too
Also, to add to what the lads have advised, if your target is mikkt synced then just bake in xnormal: single smoothing group/no cage/tangents&binormals unchecked in .fbx export (baker and target will compute this) and you should get a perfectly seamless bake.
Added the basics of a targeting system to the character, able to lock on enemies, disengage, switch enemies and have available targets fade off at a distance. I'll need to add different movement in this mode so you don't just run circles around the guy.
i am not the target audience but i can appreciate the effort of these, they look sharp and that last one sort of feels like some sort of manga/anime so that is pretty top quality, you seem right there with them (for me,afaik) so congrats on that.