Call of Duty, definitely. Singleplayer is very dramatic, but a bit linear. Multiplayer is a blast. Wolfenstein: Enemy Territory is free on the internet, and is really fun. Online multiplayer only. And you can't beat FREE!
ah-ah!! Maya is much more simple to animate, you always have tangents, period. Even if they are set to slow or linear or whatever... I'll keep that in mind about max, thanks Vig! :)
It feels a bit strange to post math books on a art forum, but I found a few free books on linear algebra: http://linear.ups.edu/download.html http://joshua.smcvt.edu/linalg.html/ http://www.mecmath.net/
The gradient node applies a gradlient to an input image, it can't generate a gradeint from scratch. You'll need to plug a linear gradeint map in its input. There is one in the "shapes" part of the library.
Looking much better with the loop in there, I personally feel the lifting of the minigun after the loop seems a touch linear it moves pretty much straight up. Just my personal thought on it :)
@capone Maybe you should use the "tile sampler" instead ? But I tried to just plug a Gradient Linear 2 in both and I don't have your "little black line"
Yeah, but behind the scene isn't the blending still linear ? Since you have to blend from up to down by disabling up to for to down ? So you still have an intermediate state ?
Photoshop's gradients are linear ... but can have as many handles and color transitions as you want, and also let you define the mid transition location just any way you want!
Your color divided by 256 = Color value between 0 and 1. For example : 127 (gray) = 127 / 256 = 0.496. Note that our color widget is in linear space (not sRGB as in Photoshop).
Thanks Deforges, yeah, the colorspaces are correct. It's the albedo that should be sRGB, the rest are linear. As far as what was making my substance painter file so large, just a ton of layers and masks.