Oh and you might wanna checkout the low poly challenge for tips on how to make a low poly face: http://boards.polycount.net/showthread.php?t=64668 there is a ton of good advice in that thread.
Almost forgot to mention this. Let me shoot you guys straight. Most users won't mind because they aren't going super high-res. But there is a hardware limitation on the vertex-count of each model of about 65,535. The iPad can't have models with more than 64k vertices (even if it could they would render ungodly slow). So if…
So doesn't this means you will require multiple depth maps from the light's view if you want multiple lights? Have you tried using entirely dynamic voxelization to see what the performance is like? With my implementation, I can run at approx 40-50fps in 1024x768 on a gtx485m using a 64x64x64 voxel volume with fully dynamic…
Quite excited about trying it out, is it compatible with XP 32 bit and Maya 2009? Tried a few other real time shaders in Maya but they needed a 64bit system :/ Thanks for this man!
if only autodesk actually did implement byron's chamfer.... /rolleyes also, solid chamfer is a pretty useful functionality for subdivs which I believe is not in maya. too bad for whatever reason, bpt's chamfer crashes my maya badly (2009 64b) :( anyway, talking about maya's bevel just makes me angry :)
I feel bad I I dont post this, my last post was miss informed :) lol, the real answer is , because of the old Xoliul shader I installed. remove it from C:\Users\(YOURNAME)\AppData\Local\Autodesk\3dsMax\2012 - 64bit\enu\scripts\startup and it should be fine :p
It was an honest statement, not an advice. That is what the true reality is under the scene, the things people outside do not comprehend. Many reasons that lead towards that. Any artist that has been struggling, to make ends meet. Hoping to just land somewhere after years of applying and seeing no response. Many of us in…
Wanted starting to mess around with pixel art a bit so I followed a tutorial over on the pixel art thread to make a boulder. The right is the original size of 64x64 and the one on the left is enlarged to 256x256.
My video Card is an AMD FirePro V7900 and I have updated the drivers. I am running Windows 7 64bit The issue happens in any situation, or with any light. I have attached a screenprint, a render shot and the light settings I used. The texture maps (Diffuse,Normal and Specular) I applied to my character are TGA's at 2k.