Are you from Benvista or you just like to advertise an amazing product? :) So you think painting 1:1 isnt needed? The benefit in working 1:1 for me is that it makes me work more accurate. When working sized up i feel you tend to develop a sloppy style. Can you show some examples how it looks sized down with that program…
Hmm, well I did mush together some familiar looking shapes :) . Its not based on any one source, although I did look at reference from: military vehicles (M-ATV) http://images.google.co.uk/images?um=1&hl=en&tbs=isch%3A1&sa=1&q=matv&aq=f&oq=&start=0 vw beetle…
What I did (for a different purpose) was to basically remap the entire range to a smaller value range (works a bit like levels, I guess). It's a couple more nodes than you have, but it's also [arguably] more predictable to control. Basically it'll take your image and remap 0-1 to Min-1. (The Constant clamp node is 0-1).…
Hello [SF]Three9 The game runs in Unity, a heavy customized version... We ended up making a custom shader for our lightmaps to support nice over-bright yet still retain full color accuracy in the 0 to 1 range. Anything else past that is stored in the alpha at 1/3rd the precision. That's the basic explanation of it. My main…
Here it is a quick one. Probably could be done better and with fewer lines but.... Just select two vertices and run the script, should work: // get two selected vertices string $compSel[]= `ls -sl -fl`; // get object name string $objSel[] = `ls -hilite`; // get the number of first sel vertice string $buffer1[]; $numTokens1…
I found this while looking for something else, while you might have solved this already I'd like to contribute: If you're channel packing your normal map, make sure that texture is stored as linear and that after sampling and before deriving the Blue channel, bring that from 0 to 1 range to -1 to 1. That means, append…
Im more exited for Versus XIII - BUT XIII does look insane man, I'm hangin for it bigtime. Everyone whose commenting in this thread is naming games from my stack - even Legend of Legaia! Legaia 2 was pretty bad tho man, hard as nails but 1 was way way way better than 2. Vagrant story without a doubt one of the top square…
Hi, I haven't used blender in a while but you can try this. do you have 2 meshes 1 hi and 1 low poly? or just 1 mesh with sub-d modifier on it? If you have 2 try putting them on different layers then right click on the hi poly and hold shift and click on the low poly layer to view both then hold shift and click on the low…
I may be able to help more. I animated a simple plane, and saved it out in .ma format, and here is some interesting data from the file: createNode animCurveTL -n "pPlane1_translateY"; setAttr ".tan" 3; setAttr ".wgt" no; setAttr -s 3 ".ktv[0:2]" 1 0 10 13.589232757275301 20 -7.4898579375440484; setAttr -s 3 ".kit[1:2]" 9…
I am working on a Low poly racing game, and I am looking for an artist to help me out. I am basically looking for a set ( maybe 5-12 simple city blocks ) in a fun style I am imagining in my head a simple clean fun style, somewhere between PIXAR Cars vibrancy http://www.slashfilm.com/wp/wp-content/images/cars_jpg.jpg but…