yeah IE does render CSS horribly, but as long as you're using the most up-to-date IE, or even 6+ it shouldn't be too horrible. the spacing is almost always different from IE to Firefox. My general rule of thumb with sites is to design for IE and try to make it look somewhat decent in Firefox. If you're looking for a job,…
Try Flatiron: http://www.texturebaking.com/ It unwrappes you the lightmap UV-Set in a decent way an you can use your mentalray light setup to bake all the stuff. You also can set up a MR sun-system and render it to textures. There are lots of tutorials out there. Iwould use a script because I dont have time to bother a lot…
Depends. I think this is still sort of manual sorting is a remnant of forward rendering. Most of the newer engines are switching to deferred which I believe uses other sorting methods like Alpha Safe, or Dithering the alpha test. (which is generally what I believe is done in UDK). And Jonny, I believe that's the…
Here's a wireframe and a shot of the head for ya. I assure you that the angle I gave the first render was to help show the hair along with the face and nothing more As for the head texture, yes, I did use a front and side-view of two different people. I'm doing this model for someone else and they don't really want any…
sound advice as usual gauss, and if I recall correctly that dom war entry would have looked significantly more funky without your intervention I agree I was thinking too far ahead, spent too much time on conceptart etc looking at sweet rendered pictures without thinking about the time and consideration that undoubtedly…
Hey guys, thanks for the critiques. As I said I thought 11k was too much originally. I ended up making the 11k model a bit more high poly and using that to bake normals. So it's down to 5,500 tris now. Here are the final renders in Marmoset. Wireframe and Textures can be seen on my website here:…
Looks good. As chrisradsby said, your alpha is not rendering correctly. I am not familiar with blender but dig around to figure out whats going on there. The actual map looks fine. As for the trunk of your tree; see here. Compare the trunks to the one you have currently. It looks like you slapped a rock texture on the…
Still looking forward to crits ! There's a lot of pictures there with the lens flare but it's because I was drooling on the effect. The pirate ships wont be played ingame I think. We will only do cutscenes on it. And you may also notice less foliage in these last screenshots because I had to reduce the amount of it for…
[hp]:Alex Alvarez (Gnomon) did a good introduction to maya. good for a overview, infact everything i've watched of Alex's has been well paced and fully explained. No skipping about or use of unmentioned hotkeys. If your modeling in maya go get NEX, its a little bit of max in maya. Their Mental Ray fundamentals stuff by…
here we go again.... more awesomeness!!! Also, just a thought... Your repeating textures don't have to go to waste entirely :) Sometimes I'll throw together a quick tiling texture and then slap it on the model, play with the 2d placement node in maya and then use the render to texture option in the hypershade. Now I've got…