Yeah, it's really not very difficult :) 128 unit high wall, using a 512 pixel high texture means the ratio is 512:128 You can divide this down (128 goes into 512 4 times) to get 4:1.
I find monochrome to work best.. It has been suggested to make the background 127 127 127 Gray but you can just use default monochrome settings if ya want
It's coming along nicely thanks to CB. I've created a very simple rollout UI, and it sets the active time segment to the track you click on, this will be very handy when it comes time to use it. But I hit a snag, I'm trying to sequence the sound files but I can't figure out how to get a loop going that will find the end…
Seconded. In my case, however, I've left the 120 GB and added the 240 -- I've got the OS and whatever insists on keeping data in the user folders for the 120 GB drive, and programs installed to the 240 GB. The 120 GB drive filled up far too quickly.
Zbrush uses grey as a midpoint, so a 16bit map is definitely capable of pushing down. Both maps use a higher range of value to express "positive" values, so the expression needed is setting the shift value to -1/2 whatever the positive value is. So for instance if you set your displacement to 1, then the proper shift value…
Just did these over night for CGTalks micro game art challenge. Ran short on time before I got a chance to really work on the sword. For portfolio purposes Id like to push the textures futher, so any C&C is appreciated. HeMan: 576 tris, 256*256 texture Orko: 354 tris, 128*128 texture Sword: 70 tris, 64*128 texture
that's a good point. Usually when you're making your texture, keep middle grey in mind (128, 128, 128) Anything you want to be averagely light/dark should be around that tone. Then you have a good starting point to make the bright things lighter, and the dark darker.
No that was in photoshop as i didn't know where it stands. Yeah the middle version is more coherent but the dark one reads better. You will never have the contrast of the light UI anyway. So I made a test in colorschemes.ini with a value at 125 125 125 and it is still acceptable. I'll see in everyday use what i like the…
the seam is not a maya problem its a bug in the normal map ! and there for your responsibility to fix it ! you can fix it by going into the R chanel of your normal map take a 128 128 128 (grey) brush and paint along the seam fixed edit also why aren the belt the the shoulder pats the thign around his neck and the boots not…
New lens, the optical characteristics of this really aren't impressive at all, but the size is! I ripped out a Rikenon 40mm 2.8 lens from a 126 film format compact/rangefinder thing. I wanted to see how small of a lens I could "build". I removed it from the camera, ripped out the internal shutter and aperture(as there was…