Actually, a 50% value in the blue channel indicates a surface 90° from flat. A black value in the blue channel would indicate a surface 180° from flat: a back-facing surface. But that doesn't really happen in a tangent-space map. In practice, blue values are always at 50% or higher.
I don't know if anyone already posted it, in that case, please delete this thread Those who are @ quakecon certainely already seen that, or mebbe even played it!!! Share !! video1 http://www.nofrag.com/fichiers/quake4/videos/1084/Quake4_cycle1.MOV video2 http://www.nofrag.com/fichiers/quake4/videos/1085/Quake4_Footage2.MOV
Hi guys I need your help. I applied a smoothing group inside of maya on my character and on the screenshot you can see the result I get. I did use google and forum search, but I can't find the reason for this problem. Smoothing group ankle is 180°.
I can get this for £20 beans on PC through green man gaming, but balls, just bought RE6, and I just finished 165 odd hours in Borderlands 2, so I'm a bit burnt out... I'll wait until tomorrow night :p
True but part of the reason i'm doing this now is so i'll have a good foundation when i'm in college. That way i can be ahead of the crowd and hopefully meet like minded artists. Besides, college is 1.5 years off for me, can't wait that long.
Thanks Ged, I appreciate the feedback! Yeah I've been playing around with fov. Right now it's at 100, but it can easily go to 110 or 115. I plan on adding some more props to populate the scene because it does look really empty at the moment.
Step 7, For pick path choose the line. Press Move to Path Button. Mess with Rotation axis to line up leaf. If it is upside down. Rotate 180 degrees with values under rotate. Line up with Percent. Stretch and twist if need be to add some character.
cant post source files, ill ask about wires thought, but its really simple and as for the shader, im using the first one 1.5 with the most simple settings u can use :) 1887 added, hasta la vista, baby more to come soon
isnt this a case of monitor calibration over photoshop being wrong? once 127/50% grey is gamma reversed its going to be 50% grey in linear space. if you manually correct it to 187 its going to be 75% grey in linear space. my brain hurts :/
Looks awesome :) Definitely needs a snowman version of that monster guy though, maybe as a prop or maybe another character type. Icicles will look great on those mushrooms. Rotating some of those ground tiles 90 or 180 degrees might help hide the repetition a bit.