My Sci-Fi crate project as I've promised. I've modelled and rendered it in 3ds Max 2014, 586 tris low poly model. AO baked on diffuse, normal, glosiness and specular map. 512x512. Diffuse (AO baked) AO Normal Gloss Spec Any critique, tips and help much appreciated :)
Hello Eric. I keep it in the version of Photoshop CC 2014 and plans to adapt under the CC 2015. In the following versions may work scripts (not the panel). And of course, I'm going to develop further. Adding new presets. And trying to expand functionality. Certainly not at the expense of quality. Ps: fill use, purely out…
http://www.eurogamer.net/articles/2014-03-27-uk-video-game-tax-breaks-approved I wish I could be overwhelmingly positive about this news, but the UKs controlling censorship loving bureaucracy will make it as unattractive as the tax breaks make it alluring. No one wants the goverment sticking their dick into your gameplays…
Doesn't crash for me. Are you using the latest service pack? Aside from that, I would accidentally click it sometimes as well, I just removed it from the quad menu. http://knowledge.autodesk.com/support/3ds-max/downloads/caas/downloads/content/autodesk-3ds-max-2014-service-pack-5.html
I'd recommend looking for tent images online, such as http://ciresblogs.colorado.edu/antarcticuavs/wp-content/uploads/sites/34/2014/01/inside_tent-1.jpg to get a sense of how much light is tinted by the material. It is also important to establish exactly what kind of light is outside. Mid day? Morning? Early evening?
I had a go with this last night but it didn't seem to do what it's supposed to. I'm using 3ds max 2014. I tried rendering the gradient map in 4096x4096 for my model but all it gave me was the uv map rendered on the red channel and g and b channels black. Any idea what's going on?
My 2013 :3 Probably less then 50% of the work I've done this year when you factor work and university pieces to, as well as some of the stuff I've left off. I think the oldest piece on here dates back to mid May. It was as ace year and I plan on doing even more in 2014 ^^
Don't panic. :smiley: This was just test how many icons can I fill the top bar if I remove the info center. I used soulburnscripts - (really good stuff) as placeholders. Cool. I remember that I had instant crashing with 3.0 alpha in 2014-2016 so I sticked with 2.0
okay so here is my main refrence images. now I'm gonna start working on some thumbnails for the composition to see i can come up with :) and here is the refrence im going to use for my backround: http://www.surrenderat20.net/2014/06/617-pbe-update-2-summoners-rift-update.html
Thanks for the feedback, here is my new texture. By the way my professor is Ryan Bown and yeah Im an EAE major 11/13/2014 I have talked to one others and they said they really liked the hand painted texture. If you have any critiques, Go CRAZY!! Unreal Engine 4 and scale