It's very strange normal mapping in viewport Maya 2017. See picture below. I mean black lines on the mesh. Tangent space normal is on in bump settings. In maya 2014/15 it is ok. Who can explain how to fix this problem?
All but 15 staff expected to be laid off as Ken Levine refocuses on "a smaller, more entrepreneurial endeavor at Take-Two." http://www.irrationalgames.com/ Best of luck to those affected, sure you'll get snapped up by another studio in no time :(
Anyone else looking forward to this remake? Comes out on wednesday, only $15. I like the fact that they went the metroid/castlevania route with interconnected levels and upgrades. Looks good http://store.steampowered.com/app/235210/ Famitsu scored it 9/8/8/9 [34/40].
Hi all. Please look my work from postapocalypse project: The skies http://skiesmmorpg.com PBR workflow , Unity 5 (metal\smoothness) Polycount all model - 15 000 tris Texture 4k Soft - 3ds max, mudbox, Zbruush, photoshop
I'm getting an error when trying to load substances into Max 15, I can load the substances that come with it, but not my own. The error message is 'Failed to load substance' Is this because of the PBR set up isn't compatible?
Yeah, the snap to a 15. or 45 degree angle would be awesome, the tool is already great and the upcoming features are making me drool :P hurry up and make your awesome tron stuff, we need this too :)
Just started on this dragon 15 minutes ago. :D It's based on Haku from Spirited Away, here's the ref and crappy sketch. It's also in time for chinese new year so I figured I'd combine the two:
so has anyone here had a go at making normal mapped particles or a normal mapped particle shader? its this tech we are discussing right? http://www.gamerendering.com/2009/09/15/normal-mapped-billboards/
Well, that's really cool to know. I wonder what graphics we will be looking at in the next 10 to 15 years : - ) Lighting test Blender eevee: No lightmaps or light leaks!! Ue4 why aren't they using light probes?