Very important: Make sure you turn off GI on the time of day. The bright terrain is bouncing off and tinting your asset of yellow. You can quickly turn it's rendering on/off in the Hide by Category tab - Render Settings / Global Iluminator
Saturday, 8PM central is all I'm confirming for a meet-up on the website. I'm not confirming dates globally until we can prove that planning ONE play session is enough ;) If you want to unofficially do something for the Europe folks, be my guest!
Bronco, I see you are from UK, I heard someone with an accent talking in the crowd before the demo lol...That Global Agenda game was pretty fun, I should have played it more then once. Oh well, maybe next time! :)
this is a game asset i'm making for an indie game called "global conflicts" max polycount is 2000-2500 texture is 1 1024 map and i'm not allowed to use transparency for the windows. this is around at 2342 polys. i realized recently that i didn't put mirros, but i'm just going to make planes and use transparency for the…
I don't know about other packages, or if it's even possible, but can you have reflective objects and specularity when you are using skydomes with global illumination, I've been tryign to figure it out recently and I can't find a solution, so if one of you guys could help me out I would greatly appreciate it.
So I've been baking a normal map in 3dsmax and it's not looking too bad except for some extreme artifacting issues. Global Supersampling for maps is on and it's saving the file as a .png so I'm not too sure what I'm doing wrong. Here's an image of my baked map
Another approach to symmetry could be to alternatively swap the position of the mouse cursor on either side of a user defined axis (not defined inside the photoshop document, but instead, as a global setting). If the brush being used has a tight enough spacing value, the two alternating "dashed" strokes would probably look…
> using RTX technology to include real-time ray traced Global Illumination I would take it with a huge grain of salt that ray tracing is responsible for rendering the full frame given that quality of output. Just took that quote above from the description on the video, it's not a fully ray traced scene only a GI pass.
^ that's a pretty cool idea actually! Edit: If you're still looking for unique features to spend time programming on, a copy of Softimage's MatchUVW feature would be hella nifty. (http://download.autodesk.com/global/docs/softimage2012/en_us/userguide/files/property9005.htm) .. I can't for the love of me find a video…
Academy of Design. http://www.aodt.ca/video_game_design.asp It is the only institute of arts close to my house along with some colleges such as Sheridan, Humber, Seneca and there are few others that I've been looking in to. This will benefit me to get that piece of paper you require to find work in Game Arts Globally and…