TexRipper can do that kind of stuff, just the other way around: thread: http://boards.polycount.net/showthread.php?t=54694&page=4 For the other way around use the warp tool in photoshop: edit > transform > warp it has similar bezier curves to control the rectangle.
There is some easier way to bake lighting in maya (look for mental ray batch bake), but yeah maya realtime rendering is pretty limited. You can activate shadows for directional lights in highquality rendering, but they're unfiltered (not soft). The best to practice lighting is indeed a proper game engine, but baking…
I never got around to finishing this, but it explains a lot of theory stuff and i go into the planing stages quite a bit, which is generally the most important =) http://boards.polycount.net/showthread.php?t=54178
Hey Julien, as I told you on msn before, I won't be able to help that much on your specific problem, but if you don't mind I'll take the chance to speak about another import/export related problem (and potential solutions) : I Had a kind of similar problem (= import problem) a few days ago with a fresh new retopology mesh…
JT is being investigated by the Florida Bar Association, he could lose his law license...w00t! http://arstechnica.com/news.ars/post/20051019-5458.html excerpt The threats then escalated. Jack then faxed a letter to the Seattle Police Department claiming that Penny Arcade was "criminally harassing" him, and urging the…
I am pretty sure that the main characters in Drakes Fortune on the PS3 are that high. edit: yea I found the post from zbrushcentral http://www.pixolator.com/zbc/showthread.php?t=54100 his quote " the main characters range from about 22k to 30k poly's. They do have a bunch of textures on them.. not sure really the total…