yeah sure il post it and send you guys the link for it, I really want to improve so the feedback is really critical so thanks guys :)https://d2ip58kv7n8yjd.cloudfront.net/p/assets/images/images/001/442/141/large/paul-evans-base-colour.jpg?1446501326
http://img444.imageshack.us/img444/4302/walltexturedz6.jpg wall texture http://img444.imageshack.us/img444/6900/pottexture2ua8.jpg urn texture http://img251.imageshack.us/img251/6884/ricesackxv5.jpg barrel/drum texture lots of yellow, which is also the sun's color
Hello! Does anybody pls know why marmoset is not using my gpu card .it uses the shit out of the procesor and its lagging on simple scenes. I have a 4.2 ghz kaby lake with 16 gb of ram and a nvidia 1070 with 8 gb of video ram.wtf is happening?
Splash Damage released this .pdf that details how the many different types of armor were made: http://www.splashdamage.com/downloads/pubs/Punching_Above_Your_Weight.ppsx A small look here at how this was accomplished in The Witcher 2: http://www.youtube.com/watch?v=XNsxwX_sva8&feature=player_embedded#at=332 -skip to around…
At 7 mins, you can see Brigade (dynamic path tracer) running real time in the Unity Engine. Jules says the current requirement are 2 GPUs (Volta???), but by the end of the year, they will get it down to one GPU running at 30fps with no noise. https://youtu.be/XkSTz7oXUQY?t=433
Some nice photography on this guy's site, I especially like this image: http://www.trevorlittle.com/2007/01/03/power-washing-188-suffolk-st/ Justin: Google image search leads here if you want some higher res images - http://blog.magicpants.net/?p=332
I'm neither environment artist nor architect, but I found this that might help you: https://archive.org/details/historyofarchite00fletuoft Pages 267 to 436 cover Gothic architecture. I think you'll find that Gothic cathedrals have a great variety and are far more complex than you think they are :-) .
Thanks for the clarification and additional info, keres. I do appreciate it. I came across some old slides by nVidia: http://www.cs.cmu.edu/~djames/15-462/Fall03/notes/CassEveritt-MathematicsOfPerPixelLighting.pdf On page 35 it describes how the per-vertex T,B,N vectors can be used.
So i Added a bit of a breakdown of the destructable building i did showing that i understand normal map generation. http://chrisredshaw.com/?portfolio=132 Is this a good presentation of the work? Im currently also working on this which will eventually make a nice edition and show some highpoly modeling skills.