Oh, that is a VERY old Xnormal tut from a while back. Things have changed a bit for me since then. I am planning a full Normal mapping 101 course in the near future.
I'm preparing the 0.3.0 with some optimizations but I'm waiting for OpenCL 1.1 to come. OpenCL 1.0 has some problems, the drivers are not yet very mature and the current ATI's implementation is a bit scary.
latest gametrailers also has a bunch of footage apparently. Haven't watched it yet as I just woke up. http://www.gametrailers.com/episode/gametrailers-tv/101?ch=1&sd=1_hd
http://www.luxology.com/community/blog/entry.aspx?id=136 There's some shots here of how it looks inside modo before being exported to the engine for megatexturing... Also, Luxology's CEO dressed as Batman.
I've seen several examples in unreal of how people edit the shader so that both sides of the card have the same normals. Here's one: Foliage Normals - UE4 Materials 101 - Episode 33 - YouTube
what: simple maxscript that stores and reads per camera stored rendering resolution settings (width and height). You simply click on a camera of that list (list of your cameras in the scene) and it will change the aspect ratio of the safe frame and change your render width and height settings. Its quite specific but…
no, they're called run 'n guns. Shoot-em-up applies to the LOL JAPANESE SHIP IN SPACE COMBAT IN ONE DRECTION DODGE THOSE ZILLONS OF BULETS! NOW DO IT FOR 5 HOURS!1!111
Good episode back I have to say. They didn't answer many questions. They raised a ton of new ones though. Only 48 episodes left to go and about 101 questions that I want answered.
how to model the middle joint of Y shape ?i just model two polygons but no idea to the joint ,need to use which technique in maya to joint smoothly ? http://imageshack.us/photo/my-images/138/63906018.jpg/