Hah! Funny, if I want to ship something from America I normally dont have to pay an extra 125 euros to do so. And you'd think it would only become cheaper if you transport it in bulk. ;) What a cheap excuse to make more money, I know 2 people that were waiting for this game, and they both cancelled their pre-orders!
killed that fucking guy 120 times now and still no mount...bastard kidding aside, maybe more contrast in the color map, really punch the spec up in a few selected areas and play a bit more with the hood i think, try and exaggerate the shapes a bit more. Really dig the overlapping details on the shoulders, thats some nice…
Not completely erased, just tweaked by various people. Unwrap Tools 1.6 for Max 2010: http://www.polycount.com/forum/showthread.php?p=985608 For future searchers... Steve Johnson (www.chuggnut.com) wrote the original script, then Diego Garcia Huerta (www.sloft.net) upgraded it, then Amit 'SmartDevil' Singh…
I'll be upgrading after the new year: Intel Core2Duo E6600 2.4ghz ASUS P5N32SLI SE Deluxe 2x 1GB Corsair XMS2 800mhz 2x 120 WD HDD Raid0 Thermaltake Toughpower 750w PSU Thermaltake Black Armor case 1x BFG 8800GTS OC2 320MB Windows Vista x64 Ultimate BenQ FP202W 16:10 monitor
I've seen several different techniques for blending / overlaying normal map details in Photoshop and was wondering what technique most people are using. Some of the techniques I know of: 1) Set the top layer to "hard light" 2) Set the top layer to "overlay" and set the blue channel level info to "128" 3) Blend each of the…
When I open Quixel Suite it prompts me to update even straight after updating. I'm currently on 1.6 and trying to update to 1.8 but the software just wont do it. This isnt such a big problem, the biggest is that I cant actually use any of the programs. Whenever I click on an icon to boot ndo/ddo the program just stops…
What resolution are you using for your textures? Most game models use textures which are 1024x1024 or less. 2048 is rarely used, and 4096 even more rare. What hardware are you using? For example: Intel i5-2500 3.30GHz, 16 GB RAM, 128 GB SSD, NVIDIA GeForce GTX 260, Windows 8.1.
It really depends on your engine. You can encode the necessary bone matrix as quaternions which reduce it to just 2 registers for each bone (=128 bones max for SM2/3). The number of bone weights is independent of the number of constant registers. But it is a common assumption, that 4 influencing bones per vertex are enough…
If you go to view > world properties and expand the defaultpostprocessing, you'll be able to mess with DOF there, i normally use these values as a base: Bloom scale: 05 - 1.2 DoF_Blur Kernal Size: 128 DoF_Falloff Exponent: 5 Dof_Focus Inner Rad: 25000 Scene saturation set to: 0.25 Gives the sky and fore/background a nice…
Hey no worries! I baked a clean cube, it looked wonky. I checked my ini file, the qualified normals part was there. I reinstalled HF4 (I have a new install and i'm not 100% sure it was installed TBH) Opening the scene, the box was perfect with max hardware with maps, and xoliul 1.6 No use of 3point shader or modifier in…