This remind me about "Lost" (TV series) when you living alone on an island, and have to press the damn button every 108 minutes to save the world. Well, that sleep circle make sense, otherwise I think I would go crazy
Personally I was most addicted to BF2, but had a lot of fun in BF1942. I hope they pump the player count to something crazy like 128 players, the BF games could definitely use some of the epic sized battles with tons of players like in Planetside!
seems like a great example to follow for governments all over! except I'm in agreement with aesir, 280 1m, or 140 2m grants would have been more awesome.. think of what coolness would get produced with that scale of startup/indie development
You can see the bluish spec at his ear. Im using a material tree from the other player models as the base and it has like 138 instrutions, dont want to get into it and mess things up. Anyway the sss is only seeable in character customization.
wow.. sorry for being excited. i was thinking about a Sigma 24mm F 1.8 or something alike, and maybe in a little while that i get a telezoom, a 70-300 maybe, i dont know if any of you has a lens that you think is recommendable?
Hi guys, This is a small personal project I did earlier this year. I was trying to get that retro sci-fi look from 2001, Dune and Alien. This is the concept I came up with. About 14k polys and 2k Textures for suit and 512x512 for face. I hope you enjoy. With the HDRI Highpoly and topology
This Asset Pack features detailed realistic and modular Lamp Assets for usage in game, archviz and cinematic rendering. The mix between modern and whimsy designs permits versitile use for any kind of project. Modularity is simplified by using Component Meshes. Just copy-paste the Component Meshes from the Overview Level…
Ah, I figured as much with regard to the normal but wanted to double check. Can never decide if mid point is meant to be 127 or 128 and have seen both values used in different applications. Hmm, might need to update my curvature post to reflect that for the mid-point gray. Thanks.
I usually just Dot the fresnel with the LightVector and that makes it for me besides that I see a big difference in the face's specularity, for which you will at least need a specular glossiness map (use it as alpha in a lerp between 1 and, say, 128 - then connect to the spec power input) great model btw