Looking great, but 2 x 2k + 1 x 4k is pretty much an overkill (probably not just in my opinion). You would run out from video memory very quickly if you would use resolutions like these on all of the assets in an environment.
Just multiply the size you want the render to be (in inches) by 300, and set the resolution to that number. So, for example, if you wanted to make a 6" x 6" render at 300dpi, you would set the resolution to 1800 x 1800 pixels. That should work, right?
Always disappointed in something. Focus on the small, manageable successes: Today I made an 'x'. This week those things came together to make a 'y'. This month I've finished 'z' because 'x' and 'y' worked. When you focus on smaller, attainable goals. The mountains move them-selves.
I came across a few problems today. 1) When generating a normal map from a height map the Dimensions of the image switched places. For example 24 cm x 36 cm became 36 cm x 24 cm when I converted the height map to a normal.
Oh my bloody hell, I swear I am not usually this daft!!!! MAYA! Sorry!! (No excuse but usually when I trouble shoot I ask on specific forums, didn't really register is was general discussion. Sorry for my idiocy!!!! X <--(See! finished it with an X and everything XD)
well, be careful loading in old user data. i used to apply my customized zbrush layout simply by switching out the zstartup folder. this has worked for years in 2.x, 3.x an onwards. doing that in 4R3 breaks the activation (!). yet another Zfuckup, they keep adding up.
per asset rates are just another way of per our rates.. you just have to calculate your own speed into the equation If you need 5 hours to do something and you have an calculated per-hour-rate of X then you need to charge 5*X for this asset
Ah, yeah, that was it. I have my hand poised at CTRL + Z all the time, and sometimes I just get moving fast, and hit CTRL + X by accident. I can totally see me hitting x and left mouse. Thanks for that, Adam. I'll unmap that shortcut immediately.
Perhaps it's just Blender behavior. When you select an object and do mirror X I suspect it just scales it negatively. Showing and rendering it just fine with correct normals within Blender. But when you export the mesh its normals are getting inverted. So I use mirror modifier and two vertex group with _L and _R suffixes…
weather piracy is a lost sale or not is always up for debate but the cold hard fact is this: it's a customer that didn't pay for your product. So it's important to factor that into costs, you can't rely on using a percentage of profits from x amount of sales to support x amount of customers.