Bek: My main reason for not mirroring the sides was for the different AO from the thumb safety and the slide catch. Now that I think about it, it's probably better to save on texture space rather than have barely noticeable AO in that area. What do you think? I'm not using a gloss map. The 2047^2 must be an error in the…
annoying image-macroing aside, It has plenty of good real-world precendence, like the 93R. Look up Dillinger's arsenal too, there's a badass pic of a custom full-auto 1911 that he grafted a tommy gun foregrip onto for control. Don't lose your nerve, the mag as grip is one of the only things keeping this pistol looking…
this one does that if you just assign shortcuts to less subd , more , etc . i use it all the time ;) http://www.polycount.com/forum/showpost.php?p=970153&postcount=119
Just throwing this up here.. http://www.gametrailers.com/videos/qba2o2/pach-attack--episode-111 Pach breaks down how much a developer generally gets from that $60.
I'm not a Zbrush pro but generally speaking of math, this would be done by putting the alpha into -1,1 range. So the alpha texture should be 16 bit and should have negative values.
Lived in Palo Alto for years. (1971-1993, then agan 1997-2004) Now live in southern San Mateo and wok in Redwood City now. Nitzmoff works with me here at Castaway. Scott