it's effin 115 in Phoenix so I'm driving up north where it's cooler. Fireworks, watchin a rodeo, and drinkin on whiskey row.. not necessarily in that order
The base movement is not bad, it just depends on what your going for. The movement seems very linear/robotic like. You might want to add some more smoothing. Although its a very abstract scene with a skeleton, so rigged/linear motion could work. I made a short film awhile ago that had some dancing skeletons as the credits…
okay god damn it you assholes made me do it.. its stider.. map stil a wip.. its 350 exactly with sword!!! eat that assholes! the map on the pic is the actual size of the texture 128.
116 Tri's 512x128 Diffuse/Normals/Specular I've got a problem where i try and use the directx metalbump 9 in the viewport, this is what happens: this has never happened before, how do i fix it?
this one does that if you just assign shortcuts to less subd , more , etc . i use it all the time ;) http://www.polycount.com/forum/showpost.php?p=970153&postcount=119
Around 64 for the smaller meshes and 128 for the larger ones i have improved it by turning off the cast shadows on my directional lights outside which are casting the light shafts
Hi there! Same happens to me with 1.8 could you tell me if your problem persisted after updating? This is a bit frustrating when you have those pixelated images.
So, assuming that this ends up as a typical 128/256/512x6 size cubemap, resolution probably doesn't effect the quality too much, but what about high dynamic range?
11k triangles for the hole mesh not including the teeth - there is a lot of potential left to optimize the mesh ... the redesign of the teeth isnt lowpoly yet... i have to bake the normalmap an alpha for those...