Started now to move onto trying to sculpt for Tillable Textures, using displaced height maps to make the textures tillable, unfortunately when Sculpting Using a Texture Map, I keep getting strange results, like the details have been lost. I think this is to do with the Hight map rather then the Sculpting operation but i'm…
It belongs to Wanda, which is one of China's biggest companies, which also owns many cinemas. Over the weekend doubts came up over the record ticket sales. As with many things coming out of China, statistics and numbers can't be fully relied on. Huge numbers of tickets also make it into the hands of scalpers. They're quite…
So if anyone else wants to do a softphone service. Posting my results for the record. Ok after a few false starts. I'm using a service called callcentric. They use the open SIP protocol so I was able to use my own client software of choice. In my case, Ekiga. They also have some pretty cheap rates for PTSN phone numbers.…
I'm learning a lot with this Substance, I think I will submit it to Substance Share when it's done although it's not optimized for real-time you'd have to bake textures before. It's a ground substance but you can control the size/color/numbers of pebbles, the color of the ground and the roughness, the size/color/numbers of…
I think she wants to known the total amount of triangles used in a game, for her school project. And in that case, I can see how that would be difficult to find, yes. Are you looking for the total amount of triangles used in the entire game, or did I misunderstand that? If that's what you need, then I'm afraid you're going…
I agree with AZ on this one 100% I had to go thru about 40 demo reels this last month and quiet a number of websites. -Often the info I wanted was burried behind 3 or 4 clicks. -Many didn't link their phone numbers or emails -Most spent more ti researching web tech than game tech. I think Rorshack has the best mix of style…
Haha! Well, thanks for the thorough testing, it definitely gives me something to try out. The most obvious factors for increasing the time it takes to process are 1. number of UV shells, and 2. number of polys per UV shell. The size (relative or not) of the shells should make no difference at all - all the script does is…
For mental ray you can exclude geometry from the AO calculation by ID number. In the properties set the Object ID to a non zero number, then in the shader put the ID in the "Include Exclude ID" slot with a negative sign in the front. The Raytrace Engine Setup window does indeed appear when the scanline hits a raytrace tag.…
On a similar note, in gmax when I rotate something it goes in .5 increments, but I have max here at work and I'm not sure what amount it rotates but it's some weird number. So if I want to rotate something exactly 45 degrees or something, I can do that easily in gmax, but in max it is always off by a small amount. Is there…
Whats your target resolution? I think you need to go back to basics a little. It's a bit of a jumbled mess in there. Perhaps go back to a lower poly model. It must be getting hard to shift all that geometry around on here waist? For limbs, pick a number for the amount of sides in the circumference, and stick to that number…