I do presume this is london,England we are talking about here . Id love to meet up with a/some fellow polycounter(s) here in the UK. though I do warn you ,im no pro and im proberly a boring sod to talk to,but that said,sure man john
[ QUOTE ] Think this movie is going to be big? [/ QUOTE ] To quote our producer when I was talking with him on friday... "this movie's gonna be huuuuuuuuuuge" I'm really lookin forward to it; It's pixar, and everyone I've talked to who (rightfully so) was giving it a 'meh' after the initial teaser is lookin forward to it.
I'd rather not see Polycount get populated with abunch of subforums. I'll agree with metalliandy and say if you want to talk level design, create an account on Mapcore. It's a great place to talk with other level designers and get your work out there for not only visual critique, but layout as well.
Hello, here is my story. A story about Nocturne. I don't had much time because of my studies but I really wanted to participate and to have return of my work to improve. Hope you will appreciated ! (I will also put a pdf version here).…
don't let anybody trick you up using fancy words have them explain the contract in plain language and ask questions until they can explain it simple enough that it is clearly understood. There are no stupid questions. It is stupid to not ask questions for fear of looking stupid/inexperienced/not wanting to be a bother.…
I'm moving your Topic from General Discussion to Technical Talk. There's a Sticky in the latter section that will help you with highpoly modeling: How The F*#% Do I Model This? - Reply for help with specific shapes - (Post attempt before asking) There are also a bunch of Topics on normal mapping in the Sticky: Long-Running…
While Valve certainly loves their ARGs they've publicly stated more than a few times that they will no longer talk about whats in development until they feel they have something to talk about. Which is often their response to HL3 questions. Now weather or not that's detrimental to the series at this point is certainly open…
Are we talking Default Quality, High Quality or ViewPort 2.0? If we are talking High Quality or 2.0 then there's settings where you can change things such as "Color texture resolution" (which is 256 by default). Think this might be why you have a low res layered shader viewport result.
hahaha yeah... just come along to a polycount meetup, talk to people, don't necessarily talk about work. essentially, view networking as making friends. you'd be surprised how much work, or potential work you can get just by being a nice guy around the right people.
Let me be more clear about this I'm not talking about add the "Ambient occlusion information" into Albedo map. I'm talking about manipulating the AO, cavity map to make the details in concave area of you final texture. and what you quoted is pretty much what I've said