Starboard Games is looking for talented and dedicated Artists to join us on our exciting project, INT. You may find out more about us at: 'starboardgamesllc.com 'and 'www.int-game.net'. We are a highly professional and friendly Indie team developer, well suited to people looking for a fun-loving environment with mature,…
Hi guys,I'm having a huge problem with my monitor,so I was hoping that someone of you could help me out. The problem is,when I have a Gradient going on,let's say for example - the black to grey gradient of the background of 3ds max 2014 Perspective View - I have this nasty banding going on,where you pretty much can tell…
you're really doing a wonderful job on this enormous onemanproject - however as rickstirling pointed it out, i think your work would be even better if you invested a tiny bit more time in researching how the things work and look like in the "real world". it's these detail that help you selling that level. cause you pull…
DONATIONS are excepted, however we do not yet have a functional website and domain name so you can reach me at: rowinish@gmail.com or via PM, Thank you. ABOUT: Quickbeam studios is based on the east coast (GMT - 4:00) in no location in particular. CURRENT PROJECT: We have a game (currently unnamed) currently in the writing…
Avoid advertising buzzwords surrounding monitors (super high contrast 1:100000 is completely false as are most other claims, generally they get away with it from the fact a backlight does allow the monitor to display in that range but only at 1:800-1000 at a time on a good backlit monitor, most I've ever seen out of one is…
Thank you very much!! Ok here it is the progress. - I reduced the skylight from 2.0 to 0.2 intensity. - Enabled DFAO with Occlusion Max Dist to 1500, contrast 1 and min occlusion to 0 - Added some point lights on the gray building to light it up - Decreased the Ambient Cubemap from 1 to 0.2 intensity (this was lighting up…
No but you could setup some shortcuts (MEL scripts) that toggles the display of certain UV elements. All UV elements can be toggled on/off. I wrote this not long ago (fullscreen script): toggleUIComponentVisibility "Tool Box"; toggleUIComponentVisibility "Attribute Editor"; toggleUIComponentVisibility "Channel Box";…
Hey, I just tested this out and it seems to be working correctly. I frequently render at 1080p for draft and 2160p for final quality when doing video work and the DOF matches up in my experience. I did the following test: render at 1080p render at 1440p render at 2160p Resized the two larger ones down the 1080p. In all…
For a simple model like yours these are the steps I would take: 1. Apply skin modifier, and add all bones that need to be bound. 2. Set one bone to be a value of 1 for ALL verts on the mesh. 3. Go through the bones one by one and select the verts you want them to influence to give a value of 1. 4. Check the skinning to…
Usually whenever this is used in production its done behind the scenes by the engine. This is pretty easy to setup in Unity. Remember that you only get an advantage from doing this when the atlased textures are on the same object and material (or can auto-magically be combined into the same object and material). For…