I'm sure the Playstation 4 will have a "Hair Core" made just for this :P If we could somehow navigate the maze of threading issues and write some software that could use all these cores we see no a days stuff like this would be possible the trick is syncing it up and getting it on screen without hogging everything. I think…
[ QUOTE ] yea, this bodes well... 20% on rottentomatoes.. http://www.rottentomatoes.com/m/silent_hill/ [/ QUOTE ] Looks like most of the reviews that come off as being bad, are actually coming off good to me. I've never played the game, but I watched a dvd that had a compilation of videos and cutscenes from the series, and…
Personally I never do retopology and UV mapping because you can get great result with decimation and Smart UVs project for static game assets, like you can see in this demo: https://youtu.be/-Fy7g3g6uCI For the texel density a new auto-packing algorithm is in preparation in the Blender source code, for now it's an addon:…
I actually sort of prefer OBJs for asset work because they strip away all excess data that might get caught up in an FBX. Shaders, groups, cameras, lights, animations, etc. sometimes come along for the ride and can even make files unusable in other programs that can't handle various data types. One format is predictably…
I just did it about 30min ago. She said yes of coarse. Plan A, B, and C failed. I had suprised her by coming up to Bowling Green where she is gettting her master's degree. I got in her apt while she was out and decorated the place with tons and tons of candles and flower petals. Made her a Shrimp Alfredo dinner and I was…
1) When you're working in the UV editor and have some faces selected and turn off wireframe-on-shaded, the wire for the unselected polies disappears. so far so good. but the wire for the selected ones doesn't disappear. it just turns into a somewhat red dotted line (from being a solid red line before). Now the reason this…
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