Hi everyone! love your work, this thread is so inspiring! In my current project I am working a lot with low poly and hand painted assets and therefor thought it a good idea to share some with you. I would love some feedback to help me become a better 3D artist. :) First out is a magical chest, with the star shaped jewel as…
Yeah, GPU-wise it's actually changing the culling criterion so it can be set in the render state, but 3D programs abstract it away as flipping normals and culling can even be an optional thing (blender's default settings for example will have double-sided faces so you first have to enable culling before you can play with…
I'm having the same problem. Was working on a file last night and now when I opened it I'm getting a black mesh. If I open light properties and enable the rim and fill lights, those will work. Toggling the key light has no effect. Rebuilt shaders Toggled post effects in camera Changed environment HDRI file So here is the…
If you're using max, make sure you enable mesh normal exporting (not just smoothing group) with the OBJ exporter. You can also try offsetting any mirrored uvs 1 unit, from what I recall TB1 had some problems with mirrored, overlapping uvs. There were a lot of minor uv issues fixed with Toolbag 2 as well, so you might want…
Nope, no dice. It still only gives me "Select", "Enable" and "Disable," but no "All Inputs..." I've attached a screenshot, if that helps at all. That's device secures IV tubing on the shoulder. I'm blending it's base to a duplicate that was conformed to the skin using nCloth. I deleted the history of the nCloth so it baked…
Thanks! That was a wonderful brief! I'm considering the moving track texture approach. Many examples in portfolios and games still use that method. U said the tank should be more than 10000 tris (5000 quads). So I guess I should limit mysef to 15000 tris? As for decals, how do u think I should make them? A seperate flat…
I only have 2010 64-bit here at home so cannot confirm with 2011, but I highly doubt it being the problem. Got 2011 at work. Did you verify the alpha channel has some relevant b/w data in the resulting .tga? Did you check your hypershader and verify that your File has correct outgoing connections to your material?…
Found some threads on cgsociety and conceptart.org and here is what I've gathered so far. CS3 will be supported but CS2 will not be supported in Vista. This is an official statement from Adobe. They say the issues are minor though. Disable flix - according to wacom the flix gesture recognition software can interfere with…
eek cman! didnt see you there will try this one now :) Thanks The big map worked with the push modifier trick but not a second map. Going to do this one now but cant find filter maps to turn them off in render settings/ renderer. Even enabling GI doesnt show the function anywhere. No luck with the manual. Where do I turn…
Correct me if I am wrong but I do remember seeing in the source engine options menue (TF2 and HL2) the option to enable HDR lighting. Having this option avaible would require the game to make use of a 32-bit floating decimal point for the HDR render target. So this means that the material system of the source engine has…