to make the picker cover i made the inside part ( to have the right edge amount i need) then the border ( to get the right curve ) then i spent hours moving edges and vertices around .... thanks man, such a motivating comment ^..^
There's a decent amount of ITX cases that support full sized ATX PSUs, but only to a certain length. Also when looking at cases, figure out how large they are in volume or litters, different proportions can be really deceptive in size.
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I think its worthwhile, there's a growing amount of crossover jobs that require both art and programming skills. Technical talk is the closest thing we have rite now, but its almost completely relegated to the tech artist thread
first update of the year! :D i got a good amount of feedbacks and decided to go for n°4 in the end, but wanted to add some depth to the pose so i changed it a bit. How do you feel about it?
Thanks for the suggestions, I do need to work on that first 30 seconds, will try to do a whole page of them soon. And I've been looking at Loomis a good amount, great link for his stuff: http://alexhays.com/loomis/
Does this only happen in the viewport or also when you play in editor? Is that issue depending on the amount of tiling? I'd guess it's some kind of floating point inaccuracy. (Maybe caused by your screen resolution which is not divisible by 4?).
Something I put together for the blizz student contest, but I didn't really put the right amount of time + planning into it so sort of ended up pretty underwhelming... would like to revisit and take another try at this in the future.
You may just need to tile the UVs. Add a UVW Xform modifier, and increase the V Tile amount. Or, in the Sweep modifier, enable Real World Map Size. Check the Help file for more info about what this is.
Zealotlee would closing one side of them solve the problem? I never actually baked a hi-poly to low-poly with this amount of detail before so any insight you can give me would be helpful.