Also the normal map. Make sure it has correct gamma (linear) and correct value ranges. Incorrect gamma will cause these kinds of errors. The thumbnail for the normal map looks way too bright. If you look at a histogram, the red and green channels should be 128-255, and blue should be very bright.
Here are some more from my second year. This is my final year presentation piece. It measured 2.5 meters by 3 meters when printed out. Experimenting with light and shadow
Check this out, pack six 2.5" drives into the space of one 5.25" slot. Icy Dock they also have versions that can fit 2 hard drives and a slimline optical drive.
Really nice gun! 2k sounds awesome... I'm relatively new to Maya, 2.5 years modelling. Modelled a G18, i don't know if i have the courage to post it haha.
I have used it for things like vertex lighting/coloring. http://blog.environmentartist.com/?p=205 Warheart is right. It's good for pointing things out if you don't want to do a cleanup.
Poly Counts Dead Tree is 1,108 polys "Cross" Grave01 is 336 polys "Short Skull" Grave02 is 149 polys "Good Intentions" Grave is 135 polys Lantern is 950 polys
New works: I did this in 2.5 days. This image took about 6hours from sculpting to post production. The sculptures in both images were done with Sculptris, a free sculpting program.
$2.5 million, that means money to hire a live orchestra (this song is all digital afaik) [ame=" https://www.youtube.com/watch?v=qBc842j4vpU"]Torment: Tides of Numenera Music - YouTube[/ame]
Blender 2.5 also has a decimate modifier. I could never get Meshlab to preserve UV coordinates, and not sure if Blender does, as I haven't used it much yet in Blender.