@ZacD I'm running on a laptop Core2 Quad @2ghz 4g ram and an Nvidia GT 130M, auto detect settings, it's alright. Hmm, in the midst of Chapter 1, not quite as enjoyable as the original thus far.
so the torso is a bit high poly wise, 1306 tri ... i might go through and cut it down to 1000 or i may just be lazy and just let the lod levels take care of it.
I personally never torture my brain with such a dilemma and hardly ever do metallic channel 100% white. Who cares if it's physically correct or not . In our render 100% metallic always looks weird and too "metal" of kind you would never see in real life so I do just what looks right in-between clear and cloudy sky slider.…
I was browsin the interwebs and came across this forum site... these are really usefull for enviornements or any scene you guys may be workin on. http://blenderartists.org/forum/showthread.php?t=24038
Recently I got the chance to work on a vehicle to show off some of the cool stuff were doing at Marmoset, naturally I went with a FLCL inspired Vespa SS 180. If you caught us at the GDC Polycount meetup, this is the model from the Skyshop and Toolbag 2 demos that we were showing off. Fancy Modo renders of the highpoly:…
Truth? Truthiness? If you're one of the people hit, we've a lot of jobs up right now in our Paid Jobs section. Feel free to post your portfolio here and Polycount will do its best to help you land on your feet. http://boards.polycount.net/forumdisplay.php?f=45
@PolyHertz 100% this. I've started dabbling in Blender of late and I'm very impressed. 2.8 is a perfect time to get started in Blender. I'm constantly amazed at this little BIG program. I still can't believe it's only 100-odd megs and takes about 2 seconds to launch. I bought Hardops/Boxcutter and it is a workflow that no…
All objects start with the same scale on creation 100% regardless of their size. So for example you create a sphere with a radius of 12 and another with radius of 112 they will both have the scale of 100%. If you scale both of those objects in Object Space 200% they will still be proportionally different sizes. If the…
Great work so far! totally following this. As for lighting, just make sure the dark area is not 100% black and white is not 100% white. A good way to check your values is take a screenshot, bring it to photoshop and greyscale it. Also the histogram helps a lot too. For the floor corridor spec. For the circle, I'm guessing…
The UVs do change. They will often skew across seams. This has been a well known problem with TS for years that has a few hacks to resolve, none of which fix the issue 100%. Open sub-div was supposed to fix this smooth-uvs issue but isn't 100% either. Having baked a tangent space NM the RGB data from the normals is…