dont know about heads, but the visionaries had tvs in their chests.. http://www.google.com/images?q=Visionaries:+Knights+of+the+Magical+Light&um=1&ie=UTF-8&source=og&sa=N&hl=en&tab=wi&biw=1680&bih=959
These may help: http://mcadonline.com/index.php?option=com_content&task=view&id=256&Itemid=73 http://reviews.cnet.com/windows/windows-xp-professional-x64/4505-3672_7-31346186.html There are some gems in there they may get your point across, but no silver bullet.
soul, you have so many edge loops, yet at the angle you have a pointy cheek. The edge under it needs to come out some to smooth out that edge. You know this better than i do.... oh and 256 on 2400, pure evil......
Hey guys, Does anyone know if there is still a tool to flatten a polygon mesh by deforming it into its UV layout in world space? And then use it to wrap around any patterned geometry? I wanted to do something like this: http://www.polycount.com/forum/showpost.php?p=1115091&postcount=156 Can't find the tools anymore though.
I am using 3ds Max and the plugin PolyTools3D Advanced UV Normalizer. I am working with large buildings and also smaller objects. For the large buildings and other modular elements for the buildings I was planning on using (per the UV normalizer) a Geometry area of 4096.0m and a UV Area of 256. The pixel area is…
Have been fine with this in tutorials but struggling with my own scene with imported meshes. At it's most basic, I want to bake this orange static light so that when I delete the light it's still there baked into the wall texture. - Have set the resolution to the room as 256 - UV2 is selected as LM and have created a…
I am thinking about buying a 4k laptop for game design so I can do some of what I do from home on the 80lb desktop at school and on the go, but I am not sure which one would be best to get. Mostly it is going to be used when I am not home, at school, and for when I go to a place and take photos, it sucks having to come…
1. Are you trying a test at the lowest possible settings? 256 res at preview sampling? Any more info on how many pieces and settings, etc, would help. 2. No, you'll need to Mesh>Smooth or Modify>Convert>ConvertSmoothPreviewtoPolygons to be able to bake (nearly 100% certain on this).
what's the lightmap resolution on those trees? i always struggle getting the lightmaps to a suitably low res when making trees with enough polys to appear believable. Ends up being mega high like 256 or 512 and then my lightmass build goes through the roof.
I hope this helps :D stretching might occur but you should be able to move around verts so it won't look odd. Also i would say your tile should be 2:1 (ex:512X256) if not 4:1 (ex:1024 X 256)