I've seen laptops for ~1200 euros (and that's including 16% VAT) that come with a better CPU, more RAM (compared to the cheaper Sager model), more HD, etc. Only the graphics card isn't top of the line but rather average (X700s and 6600GT/6800s these days, always a generation behind the current stuff) and the screen is…
I have to agree with Ruz. It reminds me of the way I did faces by slicing, hacking, and cutting my way along, its not "wrong" because it is an important skill to have and will teach you much as you hack and slice. It just isn't as efficent with your time as using edge loops. Also if you keep your loops clean and don't cut…
that image is huuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuge! some stuff: YOu dont need to use a bump map in addition to a normal map. Take your bump info, grayscale it (color bump? eh?), and use the nvidia filter on it. Select your blue channel on that layer, adjust levels - White values = 127, and set that layer to…
I'm having a hard time trying to grasp the tones of cel shading, they are so random and appear to have no continuity with each other. This is either a technical question or an artistic one, it's over udk, but not on how to implement it in udk, so I chose the parent folder. My cel shader in udk looks like this. Its a light…
I have complety hard problem with normal maps. I ve watched a lot of tutorials and i dont really get it right. I hope someone can help me ;) Normal map from max http://imgur.com/rEi2K1Y&ylpxPgd#0 from x Normal http://imgur.com/rEi2K1Y&ylpxPgd#1 Some of my thoughts and questions I ve unwraped model in max, each uv iland( or…
I really don't like this kind of sculpting. It feels really unnatural and clunky to me to start at a low resolution and then work up. Nothing you sculpt looks anything like it's going to when you're done, what you sculpt on doesn't match your brush strokes because there's no resolution for it, and when you res up you get a…
I'm starting a personal modular environment project, and going to update here weekly to show my progress. Feel free to give me any suggestion! I'm open to any feedback. :) Here is some rough sketch/ photobash of the scene. It is located on the second floor of a traditional Hong Kong Style Cafe/Restaurant. This restaurant…
It's a misconception that you can't pick your diffuse/albedo value in a PBR system. Diffuse values will vary heavily for insulators depending on what color a material is. If you find a measured diffuse value for say, red paint, that doesn't you have to use that value for every type of paint, obviously blue paint or black…
I think the op meant for the artists how the two will compare, and in my opinion things will pretty much be as easy if not easier. In fact I think a lot of artists already work with heightmaps as well as normal maps, even without the tessellation. The way we get heightmaps is pretty much the same deal in terms of workflow.…
Per, Yes making one or two low poly versions is pretty trivial, but if you have 140 characters in a game at a day each and need them at 10k tris 2.5k tris 1ktris and 500k tris to cover the two xbox and 3 PS consoles and the pc then you are still looking at nearly 2 years work, so it isn't totally trivial. I have seen one…