Hey guys! Not so long ago tried a sketchfab and I have a problem with gloss map values in there. Asset looks really rough. So I wonder if some one already solved that issue with calibration for sketchfab, it would be great to hear your advice :poly121: Spended some time to correct a gloss map but can't achieve the same…
I had a geforce4 ti 4200, but its like all messed up, so im gettin a new one. Anyone know of a nice 128meg videocard, that is fairly cheap? Im talkin about one that can handle HL2 and 3DSM with no problem but keep nice and smooth.... Anyone? [edit] Ahhh, my friend just showed me one…
I'm saying all this without having had a chance to see the final product and this is purely my opinion. @_adamturnbull thanks for starting the discussion I was talking about this with people at work today. I think this does not reflect on the animators there at all. I think, and this is just me speculating, the locomotion…
So basically I am looking for a tool with some easy to use box modeling, which I'd then use mostly for paintovers in PS or some light sculpting. I've had some experience with 3dsmax and maya in the past, but those tools are far too expensive (and too much!) for what I plan to use them for. Suggestions?
Hi I'm looking to buy my first game artbook but most I find are filled more with 2D concept and environments. Are there any good game artbooks that showcase the change between 2d and 3d characters? Thanks.
I've been perusing the interwebs in search of good training for the latest versions of V-Ray. Does anyone have any recommendations? Does it get better than this fellow? http://masteringcgi.com.au/course/mastering-vray/?action=curriculum
Very interesting article for those of us who have interest in facial modeling and animation. http://news.bbc.co.uk/2/hi/science/nature/8199951.stm That splains much of anime... :) So sounds like if the game is a global audience, the amount of morphs or bones around the eye need to increase as well as having animated pupil…
I'm still getting lots of rendering issues with layered hair planes in the viewport. I've tried SM 2.0 and 3.0, one object, detached planes. Can anyone recommend a shader and/or some setting in Max 2011 that will let me see a hair object with about 2000 polygons? Even 1bit alpha would be fine.