Shepeiro I agree on the saturation levels on the roots. Vertex blending there would be pretty easy. itsmadman it took me a lot longer than it should have. Probably total work hours around 100-120 I imagine. I spaced that out over a few months though unfortunately.
Thanks for the info; I only develop 135 and 120 at home but I'm planning on doing 4x5 as well. Another question; how did you digitize your negative? Did you print and scan a contact sheet or do you have a 4x5 film negative scanner or another method?
@Oblastradius Haha I read people were using about 100-120 8192 X 8192 textures in avatar on one CGI character One side of a hand = a patch of 8k I dont remember correctly, it was in the 3D world magazine or so, may be another movie, but it was something along these lines of ridiculous
Cool sounds correct, I did some tests with a flashlight on multiple reflective surfaces to see if they would receive shadow, looks like mirrors don't receive shadows which makes sense to me as all the light is reflected back without any diffusion. I did notice some shadowing, but I believe this was due to the dust that had…
SSD+Win7 will add a nice noticeable difference to the overall "snappiness" of your system, I did that with my Intel Q6600/8gb system(was using xp 64 previously) Upgrading to 8GB is a good idea too, esp if you're going to win7 64 bit. I would do SSD+Win7+new ram as a "quick fix" but you're still going to be looking at a…
I would say: Define cheap. Cheap I would think would be sub $100, and you're probably looking at an ATI card then. Best "value" gpus: http://www.videocardbenchmark.net/gpu_value.html ATI 6750 at $90 ATI 5670 at $70 GTS 450 at $110 All decent cards that support dx11.
Just some props I'm working on. still a reflection map to do and throwing into hl2 at some point. have a couple amps also awaiting textures, which is next. fairly low poly at 138 for the stratocaster and telecaster and 134 for the jaguar. may do some gibson guitars down the road. this set at the moment is all fender.
Render, with big polygons - one draw call on a 2048+ texture runs slower than a 512 texture with 100 draw calls ;) Well, in AS3 at least. On GPU platforms like Unity I have no idea. Up to 100 draw calls, the difference in performance is almost non existent. 500+ is where you start to see a very significant drop in…
I managed to make all the changes I wanted but I still have a piece of code to correct. Currently if you select a bone in the viewport, the popup Skintools don't follow. You have to select the bone in Skintool's list to change the weight of a vertex. I'm looking since yesterday, but I feel that it's beyond my capacity with…