Roger, updated ur script to latest version, follow all the instructions, and I got this (maya 2011) cly_pivotReflectionModeling; // Error: Number of arguments on call to cly_pivotReflectionModeling does not match number of parameters in procedure definition. //
One nitpick I have that others haven't stated is the number on the front. If these are going to be lining the walls then you should think about removing the number so there aren't obvious repeats all over the place.
Aico: I like number 2, the water/cave one. Kunal: The one with the hunter looks like a cool painting to keep working on, or the one with the flower. Kristian: I Think you should work on number 2
Long and thin tris are typically a greater issue on current consoles than the number of tris as such. The longer and thinner your tris the larger the number of pixels you end up rendering twice eating up your fillrate.
Keep trying to push the texture. There is still more you could add. For example; screws, rivets, vents, dust, more random stickers, model number, serial number etc. Looks good though. Nice work.
Glad you figured it out, and that you shared the answer! For next time, it really helps to indicate the software and the version number, preferably in the subject line. That helps pull in people who might know the software, and a potential solution. More on…
So one thing that really stood out to me that hasn't been commented on are the UVs. They are totally fine if you need a quick auto solution, but will be an absolute pain to work on if you have to do any serious texture work. Ideally, it's best to orient UV shells so they are horizontal or vertical, and straighten some of…
I've finally had the time to spend some considerable seat time with this game. Overall it's pretty good, but I do think it falls short on some areas. Single player is great. I really enjoyed the varying requirements of each race. I wish some races were a little longer, but that's down to taste. For the most part they're…
These are the 4 primary settings to balance when rendering hair. Also, you can try using Adaptive Sampling. * Min Pixel Width * Transparency Depth * Number of Specular Samples * Number of Camera (AA) Samples
Here they are numbered. Coming back and looking at them numbered im really digging 3, 4 and 7. I suppose i dont really have to choose until i get to the texturing stage though..