In case you need to use Max later... I would pass a sub-object selection up to the Displace modifier. I'd also use soft selection if it needed a transition area.
At least you didn't get just the hiring manager sometimes they could ask technical questions that have nothing to do with games which I got once instead of soft skills.
So there's nothing wrong with eating sheep's lungs, liver and heart cooked in the sheep's stomach, but a carbonated soft drink takes getting used to? There's everything wrong with haggis. :) Shouldn't that be haggis's? Or haggi?
The sculpting folk at work recommended I start with plasticine (not the really soft kids stuff). Cheap as chips and great for practicing. Pop a bit in the microwave for 15-20 seconds to soften it up.
i found already out what it was, i just checked every option and there was this one feature that clamped the shading - 'screen' soft compositing of layers - just tick that off and its usable
Yeah, 401's shaping up to be a pretty good launch, but I'm still waiting for charater animation, personally :P And a projection cage for baking. And Maya-esque hard/soft edges.
You use a map when you want to change the spec power across a surface - say for shiny buttons (tight, hot spec hits) on a jacket (soft, wide spec hits).
[ QUOTE ] Mine looks like a stripe of burned grass. [/ QUOTE ] Well, you've almost answered your own question there Softness is the key If you're painting them onto the texture map.
Ok site design isn't too bad and I'm not really gonna crit much on that so here we go. Please get rid of the black border you have around everything. It's really distracting and it takes away from your stuff. I should be able to read the edges without that there. <font color="red">Army Bag:</font> I don't like this piece…