this doesnt usually work that well because of mipmapping and interpolating values. if you have something that blends in at say 127, well it'll have a soft transition on the edge whiich starts blending in other values.
Username: Xenobond Games Owned: 223 Games Played: 76 Games Never Played: 147 Percentage Played: 34.08 % Total Hours: 474.30 Guhh. .. I really need to quit buying games.
haha, dude! Going through that page brought back CRAZY memories. Wild! Also, fullsize pic: http://a2.sphotos.ak.fbcdn.net/photos-ak-snc1/v2144/166/99/575925708/n575925708_2529310_8113.jpg
Here are my stats for last month: 458 cube primitives 319 cylinders 284 spheres 168 planes 54 toruses (is that the plural?) 16 nurbs circles 14 splines That's all estimates though.
The difference is that in one case, the concave and convex parts are encoded in 2 different color channels, while the greyscale one encode concave parts in the 0-127 range and the convex parts in the 128-255 range.
bakes yay now for the fun parts. clocks in at around 16k tris, his face is a good bit dense, but im gonna make him some blends for his renders so eh. -Woog
Made in my free time to improve texturing skills and modelling skills. Made in 16K resolution with 4 different textures each one at 4K resolution. Feedback would be awesome as I am looking to improve my work everyday! Regards.
People have around a 160° fov, in game fov is always going to match the device FOV or it won't be pleasant experience. The Rift has used 100-110° from what I recall.
Must have : i7 CPU at least 16g of ram ( the more is better, if you can afford it just go for 32 ) and for the GPU Nvidia is a must have, and I'd go for the GTX970 Check this link