I agree with slosh the versions you have her eyes are just more powerful. Though the design is developing nicely. I'm also diggin' the silhouette of the bottom right helmet.
Yep ,I meet this bug in maya2011 too,I studied for a while,it just powered the brightness in the vertex color , that why it goes daker in the shadow,but sorry for no workaround right now.
the dell xps line of laptops has a pretty good balance of power for price. a lot cheaper than most macs and almost double the ram and video cards in some cases.
Yo Polypeeps, I'm still here, still working on hot nonsense. Here's a little prop for an environment I'm working on, powered by meme magic! More to come as I complete it.
Thank you for sharing this it is really inspirational. I am just getting into it and it is all ready proving so powerful and seeing this makes me want to push harder thanks again.
Using phong? I suppose it'd be something like: Very low (or even black) diffuse with a copper colored reflections, rather bright copper colored specular with low power.
Behold! the power of the unity! Do you people think the blue circle is looking fine? I think it is kind of awkward ... Maybe I need to re-create handle part?
Here is the real power of hardware tesselation, something parallax/relief mapping will never give you: sihouette :) No more straight blocky edges ;) (unless you intentionally want them!)
because I find it silly to have to remember 5 hotkeys when I know it's possible do everything I want with 1 hotkey and it's far more powerful and efficient.
So with an engine like UDK are people generally making gloss maps for there shaders? Or is it more common with next-gen consol games to just plug in a constant into the specular power input?