I'll take a look at that as well, though the HD 620 Graphics concerns me. I took a look at the Vaio Z Canvas as well, but haven't heard many 3D app users talk about it.
Here is my low poly version of the staff. I tried to keep the shape rounded as possible with less count of triangles. I get 6290 tris. is that too much?:poly122:
Hey all! Great works! Working on medieval hand painted fortress and the village will goes soon too :) https://sketchfab.com/models/6281f935e0c34f818030753f41f5f12e
whats the problem at all if a tour boundle would pay out 75volvo/25rest but 62,5volvo/ 12,5tourguys /25artists. the tourguys would not get a single dollar less then they are getting now. just the artist is getting more and volvo less ps: @konras try that code: <edit i pn-ed u the code> i just tryed it and it works.
How about a more sketched and edged design? like more stylized form for the dragon and overall ? http://img193.imageshack.us/img193/5830/dragoncut.jpg planned eventually with decorations like those? http://img830.imageshack.us/img830/6258/65184445.jpg or is better a more fluid and dynamic shape?
the face is not looking hawt... and it's not a problem that the face isn't looking hawt as much as it is a problem that people post misguiding advice/statements... if it's David - -The nose is too wide from the front and not coming off of his face enough -the eyes are too small and too far apart -the mouth is shaped wrong…
This is an Alux, a Maya nature spirit. I'm almost done with texturing and still need to find out how to set up a multilayered material in Unreal for the subsurface scattering stuff. This is rendered in engine https://sketchfab.com/models/62b30f1e7b2948c2936e3e1946d9b230
Maybe you can get a better understanding of what the normal map is doing for you if you applied a real time shader with the normal map, so you don't have to render to see the result. Use a directX material, and apply a shader that uses normal maps. I like xoliul's shader:…
np Carlos. Did some more testing today. Trying different shapes, different normals, but same textures. Both trees are around 620 tris, including backfaces. The trees that are 2nd from right... I used a more blobby reference shape for the Normal Thief script, worked better than the simpler red shape from before. Also the…