Yes, I'll make it available here when we release 1.6 as it supports external texture sampling in the shader so you'll be able to use custom diffuse warp gradients for example.
Anyone remember this baby? http://www.displayblog.com/2008/12/18/lenovo-thinkpad-w700ds-17-and-106-in-one-notebook-pc/ Built-in Wacom tablet and extendable second screen. Shweet.
Can't believe you Quixel guys put picture of my gun in your spalsh screen of 1.6, feel so happy now! Here is the splashscreen Gun and here is a new one
It shouldn't be too hard to get a new card. I'm running maya, max, mudbox, and zbrush perfectly fine on a Radeon 5770, which goes for between $120 and $140 now days.
Anyone find frosting on cakes to be a little too overwhelmingly sweet? I prefer a nice pint of http://www.haagen-dazs.com/segicd.do?productId=125 with out any bloody Chocolate sauce.
left & thxheavens I am r handed. only about 2% ever injure the left or non dominant hand http://www.physsportsmed.com/issues/1996/graphics/1296/william1.gif
Thanks jesse,implemented those suggestions,model is now 1216 tris,589 polygon. andi think i mixed up the two last time, it was actually 1312 tris not polygons.
http://www.ibmr.net/Ornatrix/forum/viewtopic.php?t=1026 Go post if you're an XSI user who wants hair without the need to upgrade to an Advanced license. Oh and here's the homepage for the Plugin (currently available for Max) http://www.ibmr.net/Ornatrix/
The Pushing Points Topology Workbook is a software agnostic 125-page guide that
teaches you the foundation of SubD topology. More information can be found here: http://pushingpoints.com/v2/the-pushing-points-topology-workbook/ https://youtu.be/vaKvO_iYMds
If you are texturing for mobile games (128 texture), do you need to leave space along the texture borders in order to avoid texture bleed? Or can you maximize your space and use every pixel?