Hi! My name is Sergejs Kolecenko. I have just launched IndieGOGO campaign with 3D printed portraits. http://igg.me/at/printedportraits/x/1192351 I'm modeling and sculpting those in Blender/Zbrush and than printing with 3D printer.
Resetting x-forms doesn't fix it most of the time :( And yes computron, it's going through normal bump. I've used normal maps once or twice before :) AFAIK this is new behavior in 2012.
Rhoutermans: Thanks =) , Do you mean bloomy or do you think the red should spill more into the surrounding textures? I was limited to 1 x 2k texture and super simple lighting.
Yep, if you accidentally hit Ctrl-C it will create a camera from the viewport. Which if you accidently hit ctrl-X, you probably hit ctrl-C it's right next door.
Ah right so if you are a full employee you'll get bonuses which will pay off the overtime you put in, and if put on a x-month contract then you should demand overtime be paid?
Thank you. Let's assume it's for a racing game, or even an adventure game where the main character is the car itself. 100K? 200K? The lesser the better? 2 x 4K maps is too much?
hmmm, am I the only one in here that has had the discussion with a programmer: "you can have feature X but we have to cut feature Y to make up the performance cost"
Here is an update on my low poly, this is the turret I've recently done and it has its own texture sheet. Baked it down using X Normal and Turtle. Now starting on the hull and tires...
*digital hug*. That fixed it, I usually use the x-form to fix inverted polys but it slipped my mind that the poly's would invert after the converting, copying, obj'ing, etc. Thanks a bunch.
This is what it looks like with no maps using the xoliul shader this is what it looks like wit diffuse and an AO and finally the normal I used Xnormal for the AO and X normal. What could be the Problem?