Does anyone have any suggestions on a good quality made and cooking rice cooker? I have gone through three so far. First two were Elites. 3 cup. Worked fine, tiny bit over or under cooked. But burnt out after the third cooking. 8 cup. Too large and then burnt the small 1/2 cup of rice I was using. Then Oster 10 Cup. Too…
Any features you wish Polycount had? Let us know and we'll see if we can grant them. This is for wishes only, new things to add, not bugs. If you find bugs please see Bugs! We got 'em! Here's our current wishlist, in no order except by where they would appear on the site: Site Features * Embed our twitter feed in a page…
Honestly, SF so bad in terms of safety to me. I've been to SF several times and for the most part you'll be fine as long as you use some general common sense. Travel with a buddy if possible, don't carry expensive stuff, don't wear your GDC badge outside the convention, etc, things people already posted. As far as housing…
Thanks AkiRa, that's more feedback than I expected and I'm very grateful! (Btw, some of those images have 404'd :/ ) I fully agree. Before this texture I had a really crappy one with high intensity normal's and it looked off. The normals themselves are actually stretched, as the panels were too short. So the texture itself…
Valkier: Posted my thoughts on your portfolio in the original thread, but seems it got moved while I typing and dissapearing into oblivion after submitting :p . Honestly, your portfolio needs a ton of work. First I'll try to answer your specific questions: You don't have enough strong pieces, this is true. 'Styles' are not…
Weird. Making two different objects and applying two different normal maps (using Max's default DX Display material with Normal Bump) displays fine in my viewport. You made them two completely separate objects, yeah, rather than just detaching the polys but leaving them in the same object? And two completely separate…
Hi everyone, I know it's already been asked a few month ago but I'm new to UE4 and trying to figure out something with translucent materials before I get further on texturing (please consider this is a technical question and that texturing is not done...). I'm making a modular scene and I have a trimsheet with transparent…
I cannot say I am an expert at this thing but I will try my best to provide suggestion! These may be super long, and may sound tedious but it is mainly fiddling with dopesheet, graph editor and particle editor, so please don't feel stressed and have fun! You may consider this as a checklist and general rule to follow also.…
Coming in nicely, I love your style, really pleasing to the eye. Here are a couple of things that might help: - Your colors and values are blending a bit too much for the ground/walls/wood. It's quite hard to distinguish the ground from the wall, and the stones making the base of the chimney look quite close to the wood…
Looks pretty good, but there are many areas for improvement, in both the mesh and texture... well, you asked for it Take those polys out of the abs and put them in the shoulders. They'll never be seen in silhouette, and don't add any sort of detail that the texture isn't doing by itself. If you're gonna show him without…