I think this is not just about pressure levels, but also about the shape of your pressure curve (easily user-editable in the Intuos Pro /Cintiq driver panel, and requiring the use of a third-party tool for the Graphire/Bamboo/Intuos"cheap" line). http://blackink.cz/tablet-pressure-curve-tool/ The startup pressure threshold…
Nah, it's not a stupid question at all. It would've helped if I'd explained it better in the first place too. say you were to uv and then paint on your sculpt in mudbox or whatever, you'd probably want to have a relatively high resolution texture so you could get some fancy details going on so let's just say you use a 2048…
Thanks guys, a bit more work. Think I got it uved pretty clean. Mirrored the front panel as it will be most visible (with player on it) and it'll be a-sym. Really quick test for line flow, not too happy with it but only took about 5-10 minutes. After all the uv time I had to see some kindof tex in place. Still have some…
That's a great looking vehicle. I am going to say that the textures in 2k4 were about 512 for characters, so for the boat I would say try for 512, but if that seems to confining start at 1024 then resize if it's too big. You can always find out by opening up the unreal editor however. Also I can't see it by looking at it,…
UV coordinates always range from 0.0 - 1.0 they are not described in sizes such as 512 x 256 but always 0.0 - 1.0 because they are described as floating values within that range (although you can place stuff outside, but usually when textured it gets looped). So whenever you create a UV map of lets say 512 x 256 in the end…
MY FINAL SUBMISSION BACKGROUND STORY: Already as a child Jarii was enthusiastic about the apparatus her father created. She always dreamed of a companion made by her own hands. After a few years of hard work and research this saber-toothed tiger named “Clawdia” came to life. It should have a beautiful but still dangerous…
Heyyyy, thanks for the feedback guys! I fixed the minor viewing issues - autoplay is off, and the links now load in a new window (not sure if this is kosher, but figured it'd be less irritating). Also, updated my resume! I'm working on the speed of the turnarounds and I'll post the changes when it's done. cholden - thanks!…
Hello Polly Count people! I've been playing around with the idea of trying to build my own game (well, me and my brother) and something that's been bugging me is texture sizes and poly counts (how I found your forum). I've been doing some reading over the last few months and people are all over the place on poly counts and…
@McFearson - I am liking the start so far. I would just watch out for the huge empty space on the floor. You will need to do a lot of decals, and or vertex painting, to help break up all the repetition in the wood modularity. Maybe just scoot the back props up forward to the camera more, because I do like the overall depth…
hey everybody.. appreciate all the fine comments... master v12.. ya you hit it on the head... when i worked on aeries i decided just to go all out and not have any poly limit.. most of the objects in the scene have mesh smooths on them, as i just looking to anti-alias the crap out of him...and i did actually UV his body..…