ehm... They say that contest duration is "one month" but after that, they say also : "So, the challenge will run starting today, july 14th 2011, and ending october 18th 2011"... Three months imho :D but please tell me if I'm wrong with something.
Hey, It's finished!!!!! Thanks for helping guys it helped a lot and the project would not look the way it does without that feedback! http://polycount.com/discussion/183370/cyberrunner#latest https://www.artstation.com/artwork/JBbzR https://www.artstation.com/artwork/olW6w https://www.artstation.com/artwork/24yLe…
Hello @Ne0nfire, You finded a solution for your problem? Because, I'm have same problem, see please on this post: http://polycount.com/discussion/183349/zbrush-nanomesh-to-game-assets#latest
i7 950 350$ MSI x58m 180$ 6gb ddr3 110$ Nvidia GTX 460 180$ Plain Lian Li Mid ATX Case 100$ 600w or more power supply 100$ 23inch LCD screen 190$ Win 7 Home Premium 64bit OEM 120$ 1TB 7200rpm 64mb cache HDD OEM 70$ Cheap OEM DVD writer 30$ You can use this as a starting point, not including mouse and keyboard all that…
Forgive me, I'm not sure precisely what you mean by xform - but of course I deleted history and froze/reset transforms for the object before export. I also have double checked the normal facing on the mesh - and i am sure it is correct. It is worth noting that the hat displays fine when viewed from the hl2 model viewer.…
Try searching, I commented on a similar thread recently. http://polycount.com/discussion/188226/maya-external-world-rigs-and-rendering-vertex-coloring While not an exact solution, the video i posted shows how to get vertex colors working with arnold.
Thank you wccrawford! :) Today I'd like to overview the asset workflows. I'm using Modo 801 for everything 3D (modeling/texturing/baking) while pure 2D tasks are done with PhotoLine and FilterForge. Before I start modeling I spend some time finding references, not just images but also 3D models. When I have a good idea…
Hello, if you got some time, can you try this code? - Original diffuse texture extension is not important. - Diffuse texture should be 'suffixless' or have the same suffix assigned in the script. (i.e. sword.tga or 'sword_DIFF.tga' if _DIFF is the desired suffix name). - Actual files must exist in the same diffuse texture…