This is great news - i allredy bought both but good guys quixel ;) Iam a bit bored - that there isnt any new infos revealed on the GDC yet. What about Quixel Megascan ? The New UI ? The integration with Toolbag viewer ? There rumors about quixel is going to build up a standalone version ?! I thought there where more infos !
I hope the auctions go well! I saw that you guys linked some extra news info on the Ebay pages. For those who are curious. Article and News Clip I don't have money to spare at the moment, the least I can do is spread some extra info that pops up when I see it.
dunno. but in that "full video" link. someone posted the info on the cop and contact info. for your pleasure: Oklahoma State Patrol: Phone: (405) 425-2424 http://www.dps.state.ok.us/ Daniel Martin badge number 606 his captain 918-423-3636 Oklahoma State Capitol Building (Governor Brad Henry): (405) 521-2342
Thanks for the info. Just for clarity, I'm not concerned about finding out what to charge, as I already have a good grasp on that. I'm just not sure about writing up a non-exclusive license / contract / whatever. This seems like good info: http://contracts.lawyers.com/contracts/Contract-Basics.html Any one else have…
Some ideas for the terrain here http://wiki.polycount.com/CategoryEnvironmentModeling Some resources for making skies here http://wiki.polycount.com/CategoryEnvironmentSkies We're kind of lacking info about dynamic skies, clouds you can fly through, etc. But you can find more info if you look around the UDK and CryEngine…
I mean the built in Phong shading. Here is a custom lighting shader and an example of how to use it. http://dl.dropbox.com/u/48657892/CustomLighting.upk A quick rundown on the parameters. Roughness: This is the equivalent of "glossiness", but unlike Phong, bigger number = more rough. The range of this is parameter is…
Anyone know if there's a way to transfer vertex colour (RGBA) info from one channel to another in maya? I need to do a bunch of vertex alpha work, but would prefer to work in one of the RGB channels and then copy that info to the alpha channel. That way I can work in shaded wireframe view with opaque objects, rather than…
On first impressions it looks like your edges on your high poly are way to tight and this is resulting in very little smoothing info getting onto the normal map. The very front looks like its getting no normal info, could have a look at your cage and inspect that part. Could you post pics of your high poly and the normal…
Ahhh thanks for the info, I thought it was a problem with what I was doing... weird zbrush. Its no big deal as my character is pretty much done on the zbrush side of things and and I only scaled it up to real world scale once I was done with the modelling etc. But its something to be aware of in the future! Will have a…