I too remember 125 FPS being a magical number in quake 3, and only now was I curious enough to google why. Apparently in q3 (but not Quake Live) the physics engine was framerate-dependent and due to the way it calculated gravity and movement, having certain framerates actually provided an advantage to movement and jumping.…
And in the meantime while you're learning all about the fun world of LWF/gamma correction/srgb/monitor callibration and all that good stuff :) ........ you can open your image in PS and apply a levels. Set it to 2.2(centre of histogram between the 0 and the 255) and this should display your render as it appears in Maya's…
the model is nice and but the red, blue and green 255 (full r,g or b color) colors look uninspired- I´d change them sligthly just so that they dont match the full channel of each. Can´t explain why kinda the same way like picking any font but not times or arial.
"Heart Attack Grill spokesperson Blair River recently died of pneumonia. He weighed in at 575 pounds and was 29-years-old when he died. Dr. Jon told News 8 today that Big Ernie, the restaurant's first spokesperson is also obese. He is reportedly back on the job after he had been away after falling into a coma."
Guys I know it's quite late but maybe someone will find it helpful I just found a solution of the freezing problem in the different Max versions, in my case 2018. If you have A4tech X7 mouse (or similar with Mouse Report Rate settings) set MRR to 125-250 Hz and you will get smooth rotation in the viewport when pressing…
you can stretch them to 2000000000 2000000000 if you want, is just really heavy on the vertex compression. The more you extend your UV'S, the more blurry and less accurate it will be. Is not something that should really bother your workflow, try to keep them as much as you can inside 1/1 of course, but no engine should…
Woah thats pretty sweet Ben. I have a Intuos 3 9 x 12 (these things are monsters) so 225 to turn it almsot into a cintiq would be sweet. I think I have a friend who might have a spare LCD though I would need to get an enclosure and the controller. Definitely a great way to get some extra mileage.
Wohooo, I like it a lot! :O I'm another huge fan of futuristic racing... *_* Absolutely nothing bad to say on this work. One only question: are you planning to add some scratches and dirt here and there? For instance, just behind me there's a poster of Wip3out, showing an old Feisar running aside an AG-5Y5! Too bad I don't…
I obviously guessed that's how you'd do it. But I guess I was also asking, what's the best blend mode for it and what kind of results I need to get. I found I can do it under paint.net and I used an overlay layer at 80/255 opacity, but idk what results i'm supposed to get
gloss map diffuse alpha = specular map in diffuse alpha (mislabeling in the shader) Your actual glossmap needs to go in the alpha of your specular map, you then need to enable per pixel specular shinyness in the shader and make sure that gloss map diff alpha is disabled. You have to increase glossyness to 255 in the shader…