Blender [3D] Learning Diary 003 - Asset Creation https://www.youtube.com/watch?v=liYjmbDgqFU&t=5s Done retopology, UV, baking and texturing as well as rendering and uploading to Artstation. My Artstation: https://www.artstation.com/artwork/A0E8q This model and process was a good reminder of the workflow. Next i want to…
This is the level the character will walk around. Lots of work left, but to post it sooner than later was better. The level can be as large as possiable, but only 50 000 can max be shown. Which I am going to divide the levels into sectors so the engine loads upp specific parts when the player entersthe designated areas =)
Good point. Many of the SIGGRAPH 2005 papers are linked here: http://www.cs.brown.edu/~tor/sig2005.html As StrangeFate says, UDN is a great resource. http://udn.epicgames.com/Main/WebHome Also RealityEngine has a great deal of info on their site. Grab it before it melts into Epic...…
renderhjs, back in 2005 our pipeline engineer wrote a ambient occlusion baking tool that supported multiple transparencies on top of each other and I've been wishing mental ray could do this since then. r_fletch_r, I posted on the mental ray forum and the moderator did not mention anything about the mia material. Care to…
I have Comcast too and got these numbers from dslreports.com Tests 2005-01-29 23:55:32 EST: 2498 / 193 Your download speed : 2558412 bps, or 2498 kbps. A 312.3 KB/sec transfer rate. Your upload speed : 197990 bps, or 193 kbps. Not bad, but not great either.
Well, if you remember any of Tim Sweeney's interviews, from years gone by, he did make a prediction that eventually voxel's will be used to render everything. Hes a little off with the time frame tho. Sub Pixel triangles in 2005.. not quite. http://www.scribd.com/doc/93932/Tim-Sweeney-Archive-Interviews someone's got a fan.
Even A4 is inaccurate. The active area on an A4 model is actually 305 x 231 mm, which works because that's a 4:3 aspect ratio and it matches up nicely with computer screens. Regular A4 is more like a 10:7. Anyway I call them A4/A3 because that's what it says on the box.
Game ready lowpoly model "Robot-operator x-004" The Union of Planets of the Solar System - UPSS. A robot operator “Model x004” for working in outer space and on objects with a low atmospheric environment. Soft: Blender, RizomUV, Substance 3D Painter, Marmoset, UE4 data: 31/03/2022 1 pbr material, 4 textures (4096x4096)…
If it's really low poly like your first image I just use vertex skinning. It gets a lot faster with practice. If it's mid or high poly I use voxel binding with Max Influence at 4 (for games) and Falloff set to 0.5 or 1.0. Then fix the head manually. (It gets most everything pretty good except the head.)…
I don't know, could be a lot of sources for your problem.I always use uvw xform for textures that aren't square(use the 0.5 scale), i just put it in the modifiers list in max and mind my own business.and also i don't collapse the stack. Did you exported a cage for xnormal ? Did you checked with smaller checkers for…