Hi :) I would suggest taking a PSU with a bit more power, 500Watts is the minimum for 560Ti, maybe push it to 600/700 just to be safe, something like: http://www.newegg.com/Product/Product.aspx?Item=N82E16817139028 http://www.newegg.com/Product/Product.aspx?Item=N82E16817139020 And I suggest taking a good CPU cooling,…
Prince of Persia Sands of Time comes to mind, because I liked their art and paid attention to how they have done the detalis from which I could learn. Take a look here. http://images6.fanpop.com/image/photos/34300000/Prince-of-Persia-The-Two-Thrones-screenshot-prince-of-persia-34379015-1280-960.jpg Around the outer edges…
DXT has a number of different compression modes. Its not a single encoder algorithm, but a small family of them. Some of the types get better quality than others at the expense of file size/ram footprint. The normal map compression option is a type of DXT compression which should be less aggressive so as to leave the…
WORK The oil bugs me. It's not an easy material to simulate, but the specular map you currently use is waaay off. [ame]http://www.youtube.com/watch?v=KmTTk5TO-HE[/ame] I'm curious as to how to do the heightmap/displacement map in UDK - can I see (part of) the material nodes? The work you have is nice, especially the…
Are you using UDK? It's hard to give you tips on water when I don't know what system your using? http://www.hourences.com/ue3-water-outdoors/ <-A good UDK water tutorial. Its a bit complex but you can simplify it to your needs. The shadowing on the grass is pretty harsh, grass is fairly translucent and lets a lot of light…
I don't think its harassment, you're letting them know you're active and that your interested. It gets you portfolio back in front, in case it was shuffled to the back. The only possible red flag it might send up is if you don't change enough and what you had previously wasn't what they where looking for. You want to make…
You shouldn't be modifying the topology of your model after baking your normal map. It disrupts the math involved in calculating the direction light will reflect off your surface in accordance with the vertex normals. This is evident in your last image where you have black seams along your cube's edges. If you want your…
So thats her all done. Mad props to Xoliul and his 2.0 Shader - that shits badass - and TOTALLY FREE. I keep getting PM's asking to share my 'render settings' when these are just viewport grabs. Aside from the dodgy hair paintover in the Beauty shot, all this stuff is caputured at 5000 pixel wide images and shrunk down in…
Hi Sirdelita, I'm afraid I don't have any iterations left one those ones. But I'll try and explain this with some new REALLY quick pics from max. First of all, I actually used the same technique as with my other rocks (as in the rock tutorial) starting with a plane (or a very basic "blob") that I apply and uv correctly…
Due to major scale problem, had to spent quite amount of time to 'house cleaning' yesterday. Another part dragged me down was, as I saw from other post, 3ds max imageplane setup was quite mysterious; I precisely set the image size (in 'Pixel') from PS and bring it into max (my current working unit is 'cm'), and applied UVW…