is it? let me check nope should be there http://www.polycount.com/forum/showpost.php?p=2119996&postcount=122 i had all of the data on the server removed a few weeks back, but all small files (images) should be back up and i can see them
isnt this a case of monitor calibration over photoshop being wrong? once 127/50% grey is gamma reversed its going to be 50% grey in linear space. if you manually correct it to 187 its going to be 75% grey in linear space. my brain hurts :/
Hello, Tonight I post the first update for the texture. This is the first pass of colours with some AO, cavity, and (b/w) curvature map for the metal borders. What do you think about this first pass ? (Mesh is at +- 17k triangles.) Next soon. Good evening.
https://s.yimg.com/fz/api/res/1.2/d3lUeHMMvPpo.dOpH5KnLg--/YXBwaWQ9c3JjaGRkO2g9OTk2O3E9OTU7dz0xNTAw/https://designresearchla.files.wordpress.com/2013/01/master-and-commander-the-far-side-of-the-world-crowe.jpg Arm patches look like a cube block of wood. I'd make them a little more organic/cloth like.
hi everyone, this is probably a strange place to put a first post but i figured i´d post the url to the seemingly "new" orb website (at least that´s where i found it last time i looked for orb): http://engineering.soclab.bth.se/tools/177.aspx
Combining normalmaps: Open one of them. Copy the other one into a layer above the first and set it to overlay. Use Levels and set the blue channel output for that layer from 0-255 to 0-127. Merge down. Use the NVidia normalmap tools with "normalize only".
ec2-174-129-89-211.compute-1.amazonaws.com There are currently a good number of people on right now, if you are interested. You may not want to bookmark that right away as the address may change soonish.
Happy Birthday NG.. have a great one.. As my 102 year old grandfather would say.."If you can't be good, be good and careful" AND "If you get caught, it wasn't your fault !" Be safe.. enjoy..
Block out the planes first. https://www.google.com/search?q=asaro+head&espv=2&biw=1072&bih=627&tbm=isch&tbo=u&source=univ&sa=X&ved=0ahUKEwjfmKLXrN3NAhVX0GMKHThIC_MQsAQIGw
For reference, if anyone else wants to know where the tutorial dekard mentioned is, Chris Holden posted it here: http://www.game-artist.net/forums/tutorials/182-step-step-techniques-tiling-textures-3ds-max.html