This can be done with an Orbit and a Initial RotRate. Example: You set the orbit to have matching Max and Min, on Offset and Rotation, use the Initial RotRate as a negative version of the Orbit's Rotation to keep the sprite from 'moving'. Keep in mind that this is really just an illusion and if you were to look at it from…
The "Knot" you are encountering is most likely pole topology in the mesh (example image below) which doesn't subdivide nicely. Smooth it out by using a different smoothing algorith in zbrush (let go of the shift key without lifting your pen off the tablet or use the hpolish brush or change your topology). Since you're just…
8gb of ram, plenty free when trying to load a model. Nothing else hardware wise I can think of that's out of the ordinary. 2gb vram too. AMD beta drivers (7870), win8 x64.. Sure, just checked in 2.01 and its been fixed. The features I'm currently missing the most from tb1 are being able to toggle light icons and snap…
If you're going to do an outline (which I think could really help the scene provided it's subtle), you should have it a shade darker and possibly even a slightly different hue than the texture it outlines. Not exactly sure how you would make a shader or whatever for it but... that's how it should be done! :icon15: Edit: of…
I'm curious to hear what others will say about this. What I am wondering right now is why your LP deviates so much from the HP. You say adding more geometry is more of a problem than a solution, but a normal map can only capture so much detail, especially when the LP and HP are so different from each other... Your cage…
Thanks fletch. Does anyone have an example mesh + scanline generated normal map that they could share to help test a solution to this issue ? What I'm looking for is something which renders ok, but which looks wrong when displayed in the viewport or a standard DirectX shader. I don't need a diffuse - just the low poly .max…
Just wanted to say thank you everyone for taking the time to put forth their recommendations for cameras. At this point I think the best thing for me to do is to make a list of the cameras mentioned in this thread and study them in greater depth to see what fits my shooting needs the closest. What are some brands that you…
I was hoping that you would be able to see the red example does not curve nicely, it has a flat section where the 2 extra edges are. So really, what I am saying is, use a more detailed base mesh. Right now your problem is that you don't understand how to make the model smooth AND have detail. For example, the front bumper…
I think you guys are reading too much into the 'what body?' comment. maybe I'm wrong but I thought it was just the whole thing where if someone tells you to STFU about something and you bring it up you reply ' what ___?' example: you have a dead body that you need to get rid of, but you don't want anyone to know you have…
My bad if I sounded black/white; I know that many game-art answers seem to fall back to 'it depends'. It's just that "a few" and even 50% are all so relative that it's hard to tell what is meant. Depending on the artist/engine/whatever 'a few' could be 16 tris or 1600. There's another example in the pdf where it's used on…