http://www.jaggedalliance.com/index.php?id=35&tx_mmforum_pi1[action]=list_post&tx_mmforum_pi1[tid]=101&tx_mmforum_pi1[page]=11 Second post down. It's apparently the same system used in Brigade E7 which I have yet to play. Like I said, might be ok, but not quite what we hoped for.
I believe you'r kind of missing the point here. Welcome to "How to make a women in to an object 101" The little respect I had for Overkill, which wasn't the highest to start with, is gone. I shouldn't burn bridges and what not, but I would never for the life of me work for them, this just adds to it.
Cath, did you read the help/watch the 101 video? It says how you deal with image buttons, once loaded, left click to en/disable a texture. Your strange normalmap I have no idea honestly. Maybe you could pass me the file? Email's l.corijn at gmail.com
There is a good set of traditional Barbers in the Marina Village Shopping center, 2 exits north of EA on 101. Been going there since I moved. They all speak english and Listen to instructions. they are in the first block of shops past the Denny's You want a G.I. Private's Uniform to go with the hair cut? :-) Scott
which one is the best? http://www.newegg.com/Product/Product.aspx?Item=N82E16820104148&cm_re=so_dimm_ddr2_800_kingston-_-20-104-148-_-Product http://www.newegg.com/Product/Product.aspx?Item=N82E16820134671&cm_re=so_dimm_ddr2_800_kingston-_-20-134-671-_-Product…
Sweet work everyone @aesir, that's looking good man! @Makkon, that's a neat tutorial, you should just take from it what you can and incorporate into yourself. No need to constantly use the formula, but the technique still helps whenever it needs to. Some more from me: How to draw shoes 101: Playing with squares:
Lookin at the map stuff I have, I'll be staying in the "Richmond Highlands" area (near where 99 and 104 meet... if that helps any). I'm totally good for whatever, guys; the more people and the more stuff done the merrier, but chilling out is cool as well. You guys figure it out, it's your town (for now!).
@shrike cheers for the comment, mate. Nice to get one from you. Mipp-mapping 101. :) Yeah, that was part of the design. This is purely a portfolio piece that I'm rendering offline so I was going for more of a real-world look rather than an in-game exaggerated bevel look as there'll be no mipping or LODing involved.
Right, as promised here is the wire shot. Like I said, it's messy so I'm in no way someone you should take 101's from. To me, as long as the model looks good then it's sufficient for rendering and baking. You only really need to worry about good topology when it's for animation or movie work... Wire
You've got to unfold your UV's so that you have the same pixel density across the UV shell. Look up 'UV layout', 'texture stretching', etc. Any UV layout 101 tutorial should explain the reasons why you are getting more resolution in some areas and also where there is distortion (stretching).