Polyline Pro is updated to version 3.8 Changelog: + Added an option to show the length of the snapped segments. When the segment is a straight line the length of the segment match the distance between the points which defines the segment. When the segment is curved, the measurements will show: - the distance between the…
[ QUOTE ] Unless of course we define "fail" as "fail to make a profit". [/ QUOTE ] Well if that's how we define failure, then wouldn't that make both the original XBox and PS2 failures?
.... You asked him to remove almost every single edge, many of which are defining form. Plus the bottom blue edge is defining silhouetting, and definitely can't be normal mapped.
oh shit Tim - thats really hot- a definate progression from the first sketches you did! Got that MR Rockstar last competition entry feel going on but that's definately not a bad thing.
Oh yeah if i were doing something that had really defined muscle i would definately do that, but thats extreme overkill for a model like this. Less really is better here imo.
I'm not sure what program you're using but it looks like your smoothing normals are all jacked up. In Maya these are defined by hard/soft edges. In Max these are defined by smoothing groups.
In this thread, i'll show you how to replace the context sensitive marking menus with marking menus of your own, that you can edit in the marking menu editor. Scroll down for the short story if you don't want to read about the struggle **** Long story **** The age old problem of how to edit the context marking menus that…
A gloss map defines the size of the specular highlight per pixel also called specular power, where as a a typical specular map defines the intensity per pixel meaning it represents the amount of light reflected.
I'd say the crevices in the wood are much too deep. You should try to let the flow of the ClayBuildup strokes define the crevices between them, and use a bit of DamStandard to help define them.