Woow neat stuff you've posted so faar - i have a thing for black and white images...ahem! I agree with Allan-p, keep pushing yourself :) I'll be waiting for your next color image.
this is a very confusing image to look at. The scene is obviously meant to have depth but none of that is portrayed. The lighting seems like its all over the place. And the composition is questionable in general, for a 3d image everything sure feels flat.
Anyone up for translating the last three images? http://img37.imageshack.us/img37/6899/1recyclingsklad.jpg http://img9.imageshack.us/my.php?image=vc1small.jpg http://img190.imageshack.us/img190/7606/pipeline1small.jpg It would be much appreciated!!
Well, the article is about a Taiwanese pro-democracy protest march. What kind of picture would you show, if not people at a rally? Or are you saying the image is biased because it's of a child? There are about a half-dozen images in that sequence...
Very nice work. I think when you click on an image, and it opens the large size, you should be able to navigate between images with back and next buttons without having to go back to the home page.
2 things I think you might want to change: get rid of the monster squirrel as it's your weakest piece, and don't use that image popup script, it makes it impossible to open multiple images at a time in tabs.
I have my custom split texture node. like splitting one master file 2x2k into several vertical stripes like 256x2k or 64x2k etc. that does pixel precise splitting . It requires a special sizelog integer2 connection from master image node to splitting nodes that tells the splitting node the initial size of the master one.…
right its been awhile since i did some serious normal work BUT was experimenting with baked normals for linear things like railings, sideboards etc the issue is with soft edged models at corners where the smoothing group is broken EG if you want a tiling skirting board normal map you break the edge normals at the corners…
Hi again My Render Elements beauty pass (image 1) seems to look unusual, it resembles a reflection pass. :poly142: I thought it would look more like a complete version of all the elements (image 2), am I wrong in my understanding? :poly124: Thank you! :)
Running direct X mode, been playing around with a reference image, I haven't attempted to switch over to open GL mode. Doesnt seem like raising the dpi would have an affect, should I force the reference image to a scale of say 2048x2048? Thanks for your input guys.