doc: I disagree with your notion and the general thrust of this thread about evolution. I think theres a tendency to want to label things when theres blood in the water but the problems right now really are just being exagerated by the financial climate. The idiocy of the 'AAA mentality' and the 'at all costs ship for…
Thanks for the feedback. Initially I had intended for the figure to be quite large in bulk however I didnt want his muscles to be overly "ripped" but rather indicate aging which is why his legs look so soft. However in retrospect I probably should have softened the upper half more to make it work better. Whilst I have…
I hope you realise that there's actually a difference between being paid to work - the act of effort being remunerated, and being paid to produce something - the object being produced is remunerated. There's also the issue of confusing 'object value' with 'license value'. An object, if sold, has just one value (lets ignore…
Thanks! I've put that painting aside for now (sorry for the late reply), but I wasn't really sure where to take it next. In retrospect I can see that the values aren't separated clearly enough, and there's a lot of noise that isn't really adding to the image. I also couldn't really figure out how to use the focal point I…
Since the Color Settings dialogue window was shown further up I think this might be worth mentioning. Definately something I would change on any computer intended to be used to create graphics for computer games. This is regarding sGray and working with the alpha channel in Photoshop. http://retrofist.com/sgray/
Thank you very much WilliamB_Art! There was a lot more I had hoped to add to this scene, but real life did get in the way. Given that I was working on a large wide-screen monitor and building an outdoor scene it did become a bit of a monster. I would love to have added some more mid and background elements to give the…
Well you're not getting any stretching, but you're wasting vast amounts of precious texture space there. You really want to scale the UV islands up so that they feel up as much of the texture as possible, so that you've got the most resolution for your textures once they're on your model. In this case, I'd take the back…
you can access all hlsl commands in udk; make a custom node return max(x,y) gestalt, i don't understand what you mean. Oren-Nayar accounts for a specific case of retroreflection, it's a brdf and is thus bidirectional. It has little to do with fresnel or specular reflections on it's own, it's just a step in the right…