chrisradsby: Thanks Chris, glad you made that comment. I've switched the thumbs to colored versions. Does that look better to you? I think I'll keep to this new format from now on. LRoy: My current workflow for creating a diffuse is as follows: Export my 0-1 UVs as a 32-bit Targa image file. Import the image into an image…
bake from xNormal in .tiff format, and they'll be 16 bit. but for best viewing in toolbag, resave them as .psd (simply open in photoshop and save as .psd. you can double check by clicking image > mode; to see if it's in 16bit format).
It really sounds like the board, but if you have another computer, or a friend, swapping out the PSU would be easier to try first, and could be done pretty easily by just leaving your current PSU in and just unplugging it from the motherboard
I had a similar problem when my old PSU croaked on me. I was using a ULTRA PSU, the one with the 'quick' install cables. It's a P.O.S, don't buy it. I went with a compUSA brand instead, 500w - works flawlessly.
[FONT="]Primary Duties and Responsibilities[/FONT][FONT="][/FONT] · [FONT="]Programmer in all relevant technical languages (C/C++); [/FONT] · [FONT="]Analyze existing 3D functions in the engine and adapt them so they are compatible with current conventions;[/FONT] · [FONT="]Support 3D functions and…
Hello all! I really love the PS1/Nintendo DS graphics and I want to create an small environment replicating that 3D style. Low poly, lots of chunky pixels, dithering, alphas, etc. I originally wanted to create something isometric looking (like Final Fantasy Tactics) but I sort of lost myself creating. Now I imagine this…
My workaround has been to open the UV editor via a shelf button that adds a custom panel next to the UV toolkit. When I want to add something I look up the MEL command for it and add an entry to the list. if (`workspaceControl -exists PixelBUV`) deleteUI PixelBUV; TextureViewWindow; global proc…
You always can save project like ordinary PSD first and then work with it. The Photo-normals though really created in appdata folder, but it supposed to be a temporary file so you need to re-save it or duplicate layers to your current psd.
our programmers on psp stuff have given us the go-ahead for non power-of-2 textures. dont know if psp handles it fine or just because we're not making something that pushes the boundaries of processing/memory but its what they said
Yeah pretty much any PC these days will be good for modeling. If you want to have more than 2 mil polys in Zbrush though you need a good amount of ram. I used to have 3GB and could only push around 5mil polys whereas now with 8GB it defaults to 22mil polys - huuuge difference. I spent about $450 on my recent upgrade and I…