More quotes! 1: Take off your shirt. 2: What? 1: Take off your shirt. 2: My - my God - my daughter gave it to me for Father's Day... 1: I don't give a shit who gave it to you, take it off!
points for accuracy man 1 : "what are you doing here, you promised never to do this kind of thing again" man 2 : "i never promised any such thing" man 1 : "not you, you twit ... her" woman : "i've never seen you before in my life" man 1 : "oh ... sorry"
Just a fun little thing based off a concept from Next Level. this guy is 1013 polys and fills up (1)512 (1)256 (1)128 texture sheets for each channel. I got lazy in some parts but ohwell. Took about 9-10 hours.
Here's an example to show you how my texture distribution is working. Here I have 1 2048 dedicated to the corner doorway and the base level wall. Also the traffic light is 1 2048, telephone pole is 1 2048, window piece, etc.
I had a script somewhere that merged selected splines into 1 - that save some pain as you can set each stroke as 1 spline and select them all and merge them allthoger to 1 spline in which you then simply weld the connecting edges.
Yo. I didn't read every single post in the thread, because I am tired, but your persistent and relatively cool-headed responses @TheAllusionist piqued my interest enough that I gave things a good once-over and figured I would offer some additional perspective/feedback. The... system(?) I suppose I'll call it, seems a bit…
Yes, and that's exactly what I want to do. My goal will never be low-poly production for games or animation. My only aim is the production of 3D hard-surface, and later, organic and artistic models. An example would be a rendering of a spaceship flying in a valley. Or a steampunk boat sailing in a sea. My interest is to…
person 1: I was born and spent the first part of my life in Texas. person 2: That's funny, you don't have the accent. person 1: I don't wanna talk like those assholes. Person 2: My mother was from Texas! person 1: I meant those other assholes
I've seen this formula floating around Specular (f0)= ( ( IOR − 1 ) / ( IOR + 1 ) ) ² that puts acrylic (IOR 1.49) at 0.0387 which is 0.5 which is what everyone works with.. (the 0-1 range in a specular/specular level map being 0.0 - 0.08 normalised)