[ QUOTE ] a criminal history that included burglaries and a violent assault when he sneaked into an unlocked house and stole a 19-inch black-and-white television worth $140 [/ QUOTE ] hmmmm ... based on that I'm not really feeling too terribly sorry for him.
Just a fun little thing based off a concept from Next Level. this guy is 1013 polys and fills up (1)512 (1)256 (1)128 texture sheets for each channel. I got lazy in some parts but ohwell. Took about 9-10 hours.
EDIT: 2nd video, behind-the-scenes hype video Start 2:20 for Bruce loosening up. Back muscle definition in particular. Arms states, tense to relax. https://youtu.be/GAYHrhf4KUc?t=140 https://www.youtube.com/watch?v=SIzkc5ouE2E
Hear hear, I've got a Sigma 35mm 1.4 with my name on it, if it actually ships by xmas. Though I'm a little curious why you went with a macro lens over something like the Nikon 85/1.4 or 85/1.8 both of which are excellent portrait lenses.
So, if Metalness map draws spec values from Albedo, how do I properly mix color and value in albedo for it? For example, if materials value is 140, and I want a color that is brighter than this value, what do I do to not screw up this material value?
From my tests it was pretty useful fast rendering, even when I had the shadows maps at 512 cause I thought 128 was to smooth, wonder why I have not seen this script mentioned before here, seems like a good alternative to the other methods :)
you just need to add some edge padding. Thats the 'fill texture seams' slider. I dont know what the unit is in maya but im guessing its pixels. set it to something like 64 or 128. you literally can never have enough padding
I'm not entirely sure why it's doing that! Are you working from a project created in Suite 2 or with a project that originated with Suite 1.8? I ask because we need to see if we can narrow down what the issue is. Was your ID map a *.PNG or was it a different format?
I love the wallpaper cycling :) Anyway, I recently build a new rig with a 128 gig SSD, and have my OS and all my apps on it. Everything runs like butter and opens super fast. I'm no tech expert, but I would recommend going that route.
I really appreciate your critique and feedback guys! Emil, thank you very much for the animated paintovers! Here is what I handed in for class, the "low" poly character @14k tris with a normal map. I plan on still working on this character over my break.