"His Dark Materials" Trilogy by Phillip Pullman. [ame="https://www.amazon.com/Materials-Trilogy-Golden-Compass-Spyglass/dp/0375842381/ref=sr_1_1?ie=UTF8&qid=1319205145&sr=8-1"]http://www.amazon.com/Materials-Trilogy-Golden-Compass-Spyglass/dp/0375842381/ref=sr_1_1?ie=UTF8&qid=1319205145&sr=8-1[/ame] I love those books.
@coots7 I'll be revising the UV Sizes and spacing but they should be fine. @DWalker Yeah I see what you mean I'll up it to 8. Thanks for all your input guys! * Update * I've adjusted the UV's & made the barrel 8 not 6. looks a lot rounder now. finished Modelling, 1. Medieval Crossbow - 853 Tris (Maybe a Bit High, But I…
UE4 will compress down to a 8 bits with BC5 or DXT. It is better to bake at 16 bit and make sure there's dithering instead of stepping when it is converted to 8 bits. If you want perfect glossy reflections, controlling the shading and using plenty of geometry will help. Epic added some extra normal precision settings for…
@free_fall: 8 bit strange have neat little cubed Half Life or metal gear or whatevs characters doing crazy stuff.. So i think by 'new' he meant a new addition in the 8 bit strange character arsenal.. at least i think so :D (correct me if im wrong, amatobahn :D ) But what function does the top controller have exactly?
@killing people: Also in the pointer 7 and 8, I cant use the reference because this was my prospective, I couldnt find any related reference to it unless I play the resident evil and show her in action mode. And shez standing in the intial ref image I used to get her contents. I'll try to follow this up except for 7 and…
i think for a super hero he looks short. typically it should be minimum 8 heads tall and in general 8-9 heads tall gives a good heroic look. also, the waist area looks too wide and the leg silhouette looks off. the ankle area is too fat and the shin curve is off. here is a quick paintover. also here is the height reference…
http://images.google.com/images?oe=UTF-8&sourceid=navclient&gfns=1&q=mall%20ads&um=1&ie=UTF-8&sa=N&hl=en&tab=wi yeah most mall panels are vertical and not horizontal like a tv as well and have a larger base and thickness for lights, etc since they are light from behind, you can also simulate this with the texture
Some measurements are more widely-standardized than others. Most doors are around 6' 8", and about 3" wide. Ordinary house bricks are around 8" x 4" x 2", though this can vary by country. I guess you're watching Tim Jones' Gnomon DVD? Just search for dimensions as and when you need them and make your own reference sheet.
When I built mine - I went with 5/8" MDF covered with 1/8" Lexan. I've had no problems with it whatsoever. My arcade site: http://www.polysymphony.com/arcade I'm sure you already know about it, but there is only one place you need to go for ALL of your questions. http://www.arcadecontrols.com/ The only other forum I visit…
Normal maps get compressed with BC5 compression where it wont make much of a difference, but baking at 16 bit and lowering it down to 8 bit later can produce dithering and noise instead of obvious banding artifacts where there's strong gradients. Doesn't really matter much unless there's really low roughness values.