fortunately i just found a fix. i was messing around with the Static Lighting Level Scale in the world properties, and it was changed back to 1. when i turn it up to 512 or somewhere around there (had it at 800) the random glowing spots are gone. just found a section on it at the UDN…
I already have a few, need more http://www.facebook.com/album.php?aid=8079&id=100001011862317 http://www.facebook.com/album.php?aid=3044&id=100001011862317
400, 600, 800, a billion km/h. Wipeout, Podracer, etc. That general area or ridiculously fast. Also if the thing is 15 meters long and you would pass about a hundred of them in a second, then it's around 600km/h.
I Highly recommend wix, I've use most other popular sites such as Wordpress, Weebly, Carbonmade, Cargo Collective and they all have one thing in common....Templates, While you can add your own CSS to customize them a bit its just not enough to create your own style your looking for. The thing I love about wix is sure you…
Thanks FNI, I tried a traditional unwrap, which obviously failed as the dynamesh in zbrush is 2 million polygons (too dense to calculate). I had also tried -- before posting -- a GUVTile map, which is what I normally use for dense meshes. Strangely, this also crashed zbrush. I tried your suggestion of AUVTile. I am not…
How low poly are you looking to go? There's P-XCEL: http://www.polycount.com/forum/showthread.php?t=80468 http://forums.tigsource.com/index.php?topic=14495.0 EDIT: There's also Blender http://www.blender.org/development/release-logs/blender-256-beta/brushes/ Mudbox and Bodypaint, though I'd go with 3dCoat over those two.…
lol... A bit desperate for crit then. Bumping like mad. Polycounts sometimes a little slow to get back. But crit will come dont worry. Heres some. 1. Firstly. You should show more than one angle. Side and a 3 quarter view at least. Its easier for people to see faults. 2. The topology flow isnt to bad tbh. So no crits there…
I lack the talent and know how hehe, just giving some ideas on what would be cooL. Perhaps if some armors that I like don't end up getting in the game I could try my hand at making something and learning ^^ Those pictures look sick man, mad respect Zetheros for your ability to acutally make these IRL aswel as in the…
In Max you can visualise it better by applying the normal map to display in high quality. Add a second uvw mapping modifier set to box and a different uv channel and have this as your tiling material. The first channel and unwrap mod being your trim detail sheet. Also, this approach requires more geo for your low-poly, in…