That's weird, since its a monthly subscription for pro, and it doesn't specify how long you get pro for. 5 people for a single month ($10) would be kinda lame, for example.
Yes, I think it's the same issue. I, unfortunately, don't understand exactly what you did to solve the issue. You wouldnt happen to have a tutorial or example? Thanks
Per that extreme example mentioned, I've seen enough incompetent "<company> Chairman, President and CEO" and "game designers" to know that this guy isn't a troll attempt... it's very believable as real.
Cool stuff, I really like the low poly character (with the top hat) and the face sculpt. :) The moonlander could use some more detail though (like the disks for example). :)
You can do sinusoidal functions in Filter Forge. For example http://www.filterforge.com/filters/6927.html You might also be able to get it to tile, but I kind of doubt it.
EXACTLY what I was talking about! Awesome example Per. The effect that it delivers reads a lot better and more like the actual material, than trying to layer normal maps.
Could somebody tell me, if the model for M3G hast to consist of one seamless geometry, or is it possible to export the model with bones an geometry in pieces(Head, Body, Arms, Boots for example).
Excelent example gauss. I've never heard of that guy but his art is exacly the RAW talent I was talking about. LIke this one: http://yojishinkawa.com/pics/art/3b.gif
I totally agree Maybe using morph targets for certain situations (for example, when lying on her back, or leaning forward as you say) might help, if complementing bones.
here's an article I wrote on UDN on taking better photos for textures, at the end I show an example of how to take good foliage photos http://udn.epicgames.com/Three/TakingBetterPhotosForTextures.html