Hi, guys, just wanna show where I am right now with the warlock table. I saw some videos on composition and lighting and I'm currently trying to find out what's best. I looked at Blender Guru's vid on lighting and he was right in renders needing to have a point, like it's more beautiful like that, so he had 5 questions to…
Or Fallout, as you gradually die of radiation poisoning. I'm not sure it'd make for a very enjoyable game mechanic. On a similar note though, I've always liked the idea of an RPG which doesn't strictly bar you from anything - If you want, you can wield the biggest sword or most powerful spell right from the beginning, its…
I recently started playing in a D&D 3.5 campaign that was adapted from a classic Gygax dungeon crawler called Tomb of Horrors. I'm playing a human rogue, but I found a rather effective magic item combo in teaming Boots of Levitation with a pair of Immovable Rods. It's fairly easy to avoid pressure plates and pit traps when…
Just started really. I wanted to be a tanky character with some dark magic, so I've gone with conjuration and bought this summon spell. I wanted a kind of Leech-Life kinda spell to go with my class, but I don't think there is one. I picked a nord which doesn't seem to excel at One-hand, Block, Heavy Armour or Conjuration,…
no.. having a hard edge in the middle of a UV shell has no negative effect on normal baking. having a soft edge at the boundary of a UV shell is likely to have a negative effect but is not guaranteed to do so. if you want a one size fits all rule (which you shouldn't because it's silly) - harden the edges of your UV shells…
Make sure you deselect everything first before running "select overlapping". If you don't, I think it only checks what you have selected for overlapping polygons. Since you're using max you don't have to offset them, 3dsmax has uvW, where other editors are just U(vertical) and V(horizontal), 3dsMax has W(depth). Which…
OK, here's a high level overview... Things you need: * A ratio to aim for (just an integer value, eg. 4 for 4:1 ratio) * The current object's texture width and height. My script defaults to 1024x1024 if the object's material doesn't have a valid texture. * An object with UVs! Steps: * Get selected UVs, or if none are…
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For a first time attempt at modeling a car?! your edge flow seems too suggest some effort was spent sifting through a few class A surfaced topology examples beforehand although personally I didn't bother with tertiary detailing, at least not until the primary body shell as one contiguous (connected) mesh was nailed down…
General guidelines: -When you separate shells that share a hard edge like that, you should only offset one of the other shells slightly, then treat that pair as "one" shell. -Don´t place shells which belong like that, at two different places on the UV map. -Stacking of shells is generally a bad idea unless you are…