Yes, I have read that thread. And while it was endlessly helpful, full of insightful opinions and observations, it unfortunately is two years old. There seems to be no attention in regards to 2012.
I'm not getting a Tangent-space normal map when I do render to texture I keep getting Object-space normal map is there a setting that needs to be changed? I'm using 3ds Max 2012.
This is really slowing my workflow. becasue where i click is not realy where max 2012 thinks I click. it becomes tedious when Im trying something precise like select verts. Does anyone elses have this problem? is there a fix?
Hello. Can someone give me link to working version of decompiler and some instructions? I ask for that because some decompilers don't work. I have Windows 7 x64 and I'm using max 2012 with SMD plugins.
Does anyone know the average texture size for cube maps(per face) in current generation console games??? ie. I hear rumblings of 512 sq. each face. edit: I meant for Skyboxes....
In my shader, I'm trying to use vertex offset when I mesh paint but I can't seem to get my vertices to recede; only protrude. Could be worth noting that I'm using UDK July 2012
http://arstechnica.com/gadgets/2012/11/like-it-or-not-nonreplaceable-cpus-may-be-the-future-of-desktops/ Well, this ought to simplify the system build threads. Too bad it also guts consumer choice as well.
Just some low poly fun to kill a few days before Dom War is starting (fingers crossed). 1'624 tri's with a 512 diffuse texture. Wanted to go overboard with the proportions whilst keeping the texture quite simple.
Today we here at Spark Unlimited are very excited that we get to announce that we have been working on Lost Planet 3! Link to the Trailer: http://www.gametrailers.com/video/captivate-2012-lost-planet/728936 Screen Shots: