Adjust the Near and Far Planes in the Decal actor properties. You should see the white bounding box adjust in shape. There isn't a way I can figure. without coding, that would handle it in such a way you are asking however. As long as it's perfectly pointing down, it shouldn't smear along walls. Take a look at some of the…
Have you tried watching video tutorials? I don't know for sure but I wouldn't think there are any up to date books on blender as its changing so quickly. This guys tutorial might help, [ame=" https://www.youtube.com/watch?v=HY6-RtGwfLo"]blender 2.5 normal map tutorial - YouTube[/ame] . I think he gets to the important bit…
I never said you need a expensive i7 - if you upgrade your PC right now, first third of 2014 then you want it to last I suppose, and getting a 4 threaded system when you can have a 8 threaded one from AMD for about 180 is something you very likely will regret. I guess my view is biased since I do offline rendering aswell,…
Obviously I'm biased, but #2 isn't really true. The shaders in Toolbag 2 are actually very close to UE4 (not by default but can be setup that way, by swapping the specular map model for metalness maps, and hitting the invert check on the gloss map so it uses the "roughness" mapping), we're adding GGX specular in the next…
To me the most important feature would definitely be ease of acquisition and automation. That is to say, not having to stitch different views together as a post process, and not having to manually calibrate anything. Basically : the process being as easy as scanning a document in a 2d scanner. For instance I'd gladly…
[ QUOTE ] Gordon Freeman's lines are pretty profound if I may say so myself. [/ QUOTE ] For a guy that never says anything, he speaks volumes... Half-Life has great interactive story but dialog with NPC's is always your standard, "ouch! quit it" "pick that up" or long explanations that ended with "no time! Here take this…
@Darthice I think that's looking like a huge improvement overall. I think at this point you really need to dial in some settings. Mess around with the lights bias settings, lower the bias settings on your AO to get better coverage on the small details, add contact shadows to your scene, and use a slight sharpen filter by…
now...Crits time! stevston89: Looking pretty good so far, but the face is a bit strange imho. The eyes go far too back in the side of the head and probably a bit too high. Also even if the concept gives her a quite squared head i think you put in too much jaw and cheekbones. iniside: I agree praetus on not putting in…
switched a few years ago to mac when i got a macbook pro, now i have a mac pro and have had zero problems doing game art, there is usually a ton of misinformation in the mac/pc threds based mostly on the fact people want to comment about a platform they dont use everyday. most mac users dont use windows, most windows users…
If everyone jumped off a bridge would you do it? Ok maybe not a bridge, but how about an institution that's rewarded the past several generations if you're a hard working talented individual? You probably would. You guys make it sound like us students who went to school bought into a pyramid scheme, an obviously malicious…