So that's a target of 256 pixels of texture across a distance of 1 meter in the game. Measure a branch with leaves on it. If the branch is about a meter long, then it should be 256 pixels long. Simple.
200 times you mean actions? I mean if I cut 200 hundred times a mesh it will stop. Using this contact link I receive this error. I'm not frustrated but I guess it can sound like that simply when pointing bugs but it is not the case.
Moving into systems administration. This is too big for my hobbyist needs. I am selling the training dvd with zbrush. It's not worth me splitting up all the items. (also it was made for zb2) I think £200 is reasonable for the tablet on it's own and then £200 again for zbrush.
Hi, We're working on indie project Diesel Fury ( 3d roguelite with open world driving - https://store.steampowered.com/app/3842360/Diesel_Fury_Outgun_The_Universe/ ) We got new model and I'm looking for 3d animator who can rig it and animate it. The character is young girl, attractive ( something like Nier Automata, Wonder…
In the fragment shader the normal map is un-range compressed using the formula normalMap = normalize((normalMap - 0.5) * 2.0); You can leave out the * 2.0 since this component is meant to bring the vectors into -1.0 to 1.0 range. The normalization does this already so it should be redundant.
Made a quick fix, thanks stevston :) I'm having trouble with viewport 2.0. When I try and enable it, I get an error message saying my graphics card does not support it. I have a Nvidea GTX 680, is this card too old for 2.0?
Hmmm, noone playing UT2004 But it is not really fun playing on the server for me, since I get a ping around 200 (I usually get a ping below 20 on servers in Germany). I could live with 100, but 200 is really a bit too laggy to play
Hi! First off, awesome work! The function looks like this: activeDocument.activeLayer.adjustLevels(0, 255, 1.0, 0, 255); Does that help? Please post some ingame shots of this when its done!!
I never used Maya 2013, but in 2014 if I turn on Viewport 2.0. Then in the Viewport 2.0 options under Performance I set Transparency Algorithm to Depth Peeling and crank Quality to 1.