hi I have been working on a mobile spec game and need a texture artist to help me finish up the game the models have been UV mapped and are ready for texturing . I need someone proficient in an hand drawn /stylized spec textures. more specifically I need the ground textures. I will provide the FBX files send me a PM if you…
the i7 3770 is only compatible with the LGA 1155, so your mobo election is not viable, nor compatible. About the monitor, i would recomend a benq GW2450 over an ips. that LG you have chosen have too many issues, and the glow effect is very noticeable like the back light bleeding. the benq uses a VA panel and it has 8bit…
I'm fairly sure mine is 1:1. G&P M16A4 RAS. It's an AEG, not GBBR. But still. If you can provide me the correct dimensions (if possible), I can measure my rifle. It doesn't look out of proportions at all, and it did cost some grants. I'd assume the only difference would be the depth proportions, which can be tweaked if…
EDIT ^^Kevin is wise ^^ I try to post as much to other people as I do my own stuff, but I'm also guilty of the occasional one line post in P+P when I see something that I really like....I generally avoid thread posting in GD unless I have something constructive to say....to be honest I feel more a sense of polycount…
I spent quite some time learning Modo Indie few years ago and found very little essential extra over what Blender could offer. It's sometimes nicer organized probably, and allowing quicker access while in Blender features sometimes are not that obvious or buried deeper inside, takes you 2-3 clicks more . Including UV…
You could try Blender as a secondary tool. It has a few extra options beyond what MAx offers. For example it could turn top of a cylinder back to perfect shape with selecting top vertexes and hit "space" in loop tools. MAx doesn't consider them a loop for some uncertain reason with a same named tool. Unfortunately in both…
Normal maps allow the artist 100% control over the lighting within geometry, which are far more powerful than bump maps which only allow the hinting of raised/lowered areas inside the face. This also allows vertices to be saved as some surfaces that would require a double vertex to create a hard edge can be lit by a normal…
Thanks guys for the replies! I'll work on the tower later today. The reason it is appearing like this atm is that the tower isn't unwrapped yet and so, doesn't even have a texture map. Sander, that link is awesome. I started working on the contrast this morning. It's not even close to be done yet, but just adding some…
Tough questions. :) I'll try to answer a few- 2. There's a little X icon next to these fields. Shift-clicking on that unlinks the texture/material from any objects it was assigned to, and it'll be discarded as soon as you close the .blend file you're working on. But while you haven't closed your scene, it remains…