Hi , Im not sure if this was already mentioned before to fix Photoshop error (0x80042260) , but I just figured this out today by troubleshooting this suite. DDO causes that error by adjusting the work resolution below 100 . I have tested this many times and every time it gives me the 0x80042260 error. But when I dial it…
You don't need any uv for option 3. Shadow is like a projector. Pretty much like a decal. Its the object shown from the light's perspective. To simulate omni/point light, you would use a cubemap depthmap of the object, captured from the light location. For directional light, its simpler. Imagine like you place a camera on…
I would try to buy pre-owned Sigma DP1 Merrill on ebay. It's more expensive but sometimes could still be found for a bit more than 300. The camera is pretty hi res but super slow pacing so not very good for photogrammetry series. A comparison with mentioned cameras…
If it concerns you, UE4 pretty much always requires a 100+ megabyte minimum for your deployed game no matter how simple it might be since it packages a lot of extra bloat assets that you probably never even use(default textures/models/assets/etc). Even mobile games made in UE4 are easily around 30 megabytes. That flappy…
Eld, I think the difference is the first is an actual in-game screen shot and the second is pre-rendered from their "in-engine" trailer. The trailer that claimed to be 100% pure real time but not 100% pure x360. Perhaps after seeing some art backlash that happened against Gears they decided to start releasing more actual…
Assuming you buy the parts individualy and build the desktop you can easily get a top of the line machine for less then 1500. Here's a rough breakdown based on newegg prices with top of the line components: OS = 100 (Vista Home OEM 64it) cpu = 200 (Core2 Quad 2.4ghz) ram = 170 (8gb ddr2) gpu = 170 (Geforce 8800GT) mouse =…
Every 3d package texture baker could bake from one UV to another or from one mesh to another. Could be done both ways actually. I don't use 3d max for a decade already but as far as I remember it could be perfectly done in render-to-texture dialog. Or any texture baker that support a texture on "hires" mesh. Substance…
I saw this little blurb over at HardOCP and thought I would pass it along as it may be of interest to you. I'll clip a piece out and post it, here is the link to the full article: http://www.nvidia.com/object/IO_16775.html [ QUOTE ] NVIDIA Corporation (Nasdaq: NVDA), a worldwide leader in graphics and digital media…
Hey all, I wanted to bring this kickstarter to our attention, it really seems like something super useful for us artists. http://www.kickstarter.com/projects/1302528630/masters-of-anatomy?ref=live It's an anatomy book where a 100 artists draw their version of the ideal male and female (like Loomis did.) Anyway, this quote…
I tried to use a custom shader in fx composer and also there the normal map looks fine with an other preset hlsl normal shader: when its right in maya (but its openGL) and right in fx composer (with directX), there should be a way to correct this within my shader.fx file. But unfortunately i very new to shader programming…