I hope I'm not wrong haha. I've visually compared object space and bent normals and they are identical down to the pixel hex code. Can anyone confirm? On a side note, why would one need occlusion information combined with normal information? I haven't come across anything like that before.
Sorry for the late replies! Thanks for the info. We are currently investigating this issue. Hopefully we will have a fix soon. :) It sounds like you are running out of VRAM. 8k maps require at least 3.5GB and we recommend 4GB for best performance. Can you confirm that 4k maps work ok? Cheers!
Yeah, dem dam foredners!! :poly124: Online is online. That seller I mentioned, and many others, offer returns and after sale support. There are 40+ page threads on overclock.net for pretty much all types of those screens that confirm this; issues are infrequent but when they do occur they have been looked after. :thumbup:
This looks very useful indeed, thanks. that is very interesting to hear and confirms my initial worries. Do you know of a good resource to learn about rasterizing ? I do wonder how games like "Monument Valley" + many many simple mobile games look so crisp (are they not using vectors ?).
max only supports DX9 even in max2010 they say that DX10 is not yet ready (mainly due bad drivers and lack of real benefit stuff). I have read somewhere that in previous max versions or shaderFX there was an issue with the shadow thingy which they fixed in the newest release- will have to look that one up for confirmation.
Just in case ya'll are going nuts like I did. "Failed to compile shader" error, and after some digging found it was because I ticked "MCES_Constant" under Emissive in the Mobile Material editor. 100% reproducible (well for me). Un-tick and all is right with the world. Anyone confirm wanna? UDK Dec going to iPad 16GB.
http://kotaku.com/5299873/update-thq-opens-giant-austin-office This is interesting, seeing THQ is laying off 600 employees. They haven't actually confirmed what the office is, it might just be a support center like Blizzard has or it could be a full blown house. Some think they might just be relocating Vigil. Interesting…
Hi there, Keeping it pretty short. We are building a multiplayer game where players can customize their character hair styles - we need an artist (or several artists) to create some hair variants. We need textured lowpoly assets which conform to a provided head mesh. The engine we are using is unreal engine 4, so hair…
Its.. brokem actually and a confirmed bug. I cant stress how important it is to use the small annoying things voting thread thing http://mayafeedback.autodesk.com/forums/160518-small-annoying-things-to-fix-in-maya-forum/suggestions/3442687-improve-or-update-isolate-selected-for-working-wit specific to your issues. D:
This is something I have more or less confirmed between talking with some people that work there and listening to interviews on youtube. While Blizzard has concept artists, many of the modelers work from their own concepts as well. You need to show you can create functional designs in line with what you're hired on to…