Arc Productions, a Canadian based CG animation and visual effects facility located in Toronto, Ontario Canada is looking for Riggers to join our team. With over 250 artists and technical directors and the most up to date resources available, we bring the vision to both major Hollywood studios and independent producers to…
So, recently i considered applying for a job at Jagex, since their offices arn't too far from where i live at the moment, i spoke with one of their modellers (PC member too i believe) and they linked me to an art test, so here is my crack at it. "General restrictions for all models In addition to the tri limits the…
Use 16-bit images. 8-bit images can have only 256 different values per channel, and because heightmaps are in grayscale that leaves you with only 256 different possible height values.
Are you using viewport 2.0? Polygon transparency shouldn't be unselectable in normal mode. If you are using viewport 2.0 there are some 'Transparency Algorithm' choices in the renderer options and one of those might work better for you.
I did as you recommended and lowered the texture size down to 256 x 256 as it appears in game. I also sort of trimmed the edges of the brighter parts of the blue channel. I must say it look much better now and the artifacts are barely noticeable. Thanks again for everyones help.
If you are working with 3dsmax there is an option for texture filtering and prefered rendersizes , i think by default it´s something like 256*256 and you have to change it yourself(this is only for viewport if i´m not mistaken) But it looks like maya... do you get the same results if you render the image?
I agree with both of you but i want to redo the interface for the final 2.0 version... the thing is that i don't know what to do with all that stuff... i'll try to simplify it or remove a few thing... any idea !? as for the help/overview_table/thumbnails i will do that after i finish 2.0 :)
I am having a weird issue with a small 256 x 256 graph. Pressing spacebar appears to shift the pixels slightly causing a break in the tiling on the output image. Node graph is pretty simple, this node is a safe transform at 45 degree rotate. Any ideas?
Hello it is now possible to export car models in the first "driver" As i know that polycounters like good old pixels, i bet that tey can be interested in editing it. the spec for each car: -max 260 vertices (better to turn everything in triangles) -256*256 textures (bmp) i ll post a video of the stuff ingame And now the…
A little fan-art of the awesome minions from Despicable Me :) It was done during a lowpoly exercise at school where the objective was to create a character with 1000 tris, 256*256 textures, no texture filtering and only 1-bit alpha.