No problem! Dithering is well explained in this stickied thread: http://polycount.com/discussion/148303/of-bit-depths-banding-and-normal-maps Basically it adds a bit of noise as you convert a texture from 16 bits to 8 bits. This can be beneficial because when that rounding I mentioned happens, you can end up with pixels…
Hahahaha, seriously! :D I was all like "WTF, didn't massive like Chris anymore?" :D @Gods_Requiem, here you go http://www.polycount.com/forum/showthread.php?p=1481934#post1481934 . He made use of Ndo 2 a whole lot, lots of modularity on the houses to.
Javi that is subjective, Again I think we all know what jordanN is trying to do at this point. Which is learn how stuff works physically, but the problem is semantics and how JordanN presents it. Im going to be honest here Jordan and this has been said time and time again. What you are doing is not new, it is pretty much…
Another thing to consider when perusing a particular look is that specular can also be judges or quantified by how much contrast there is between the local color (diffuse) of your object and the highlight itself. So if you have a lighter object a brighter spec might be more desirable, and if you have a dark object a duller…
FOX news finally get their slimey hands on the story: http://cosmos.bcst.yahoo.com/up/player/popup/?rn=3906861&cl=14827435&ch=4226713&src=news Grand Theft Auto mentioned (because parents buy their 7-year old children Grand Theft Auto) Game Politics has a good run down.…
Found a few neat ones thought I'd post links to in case anyone else's interested: Sprite editor: http://dl.qj.net/Sprite-Editor-DS-v0.2-Nintendo-DS/pg/12/fid/14896/catid/220 3 different ones for learning Japanese: http://pspupdates.qj.net/PSP-Kanji-v2-2-Alpha/pg/49/aid/102448…