when he first messaged I was hesitant about it plus the characters that they seem to be like the spirit of vengeance and toxin look like the marvel comics characters and now he or they are doing a character from who lives within the power rangers universe. I'm worried about copyrights etc. I'll ask what his budget is first…
Although KS has come along nicely in recent versions I would go with Vray. Although they both offer photoreal results and Vray is magnitudes easier to use these days, Vray is going to be much more powerful in terms of features in and of itself, and in that you are using it within a 3D application. KS does have a material…
Well, 272 - 256 is 16, a power of 2 difference. It isn't completely logical, but it is still (coiincidentally?) a power of two, syncing up with the texture plane and possibly the world grid. A quick question too - what are you specifically offsetting? Is it the chunk of bricks? You mean the border like you have on one…
Per-pixel, baby! If you're using a different shader for each surface type (skin vs. cloth vs. metal), then might be best not to use a gloss map. Each shader would use a different numerical specular power (power/gloss/width = same thing). More batches, but faster fill rate. If you're using the same bitmaps/shader for…
So - this is totally new and basic - but I figure it might fit into the Mil-Spec category! My inspiration for this skin, is the power of Lasers. In particular, the design is meant to represent the red laser beam welling up and firing out the front of the weapon. Think - channelling the Death Star. Totally new to skinning…
I think I'll actually throw the idea of the new story right out there. One big issue with my world was the idea of a major, omnipresent peacekeeping force. Apparently it was stifling the story possibilities because as soon as I got rid of it, many doors opened. The new conceit is that there is that major peacekeeping force…
I've been making that transition at my job for the past 2 months and over the past couple of weeks it is starting to feel natural. Getting hotkeys set up and being able to model doesn't take that long, but there are a hundred small yet significant differences in the way the two programs fundamentally work. Max is like a…
The improved Shape Picture UD, with the power of C++ and Qt, 3 million triangles manipulation in a few seconds. The improved Shape Formula UD, with the power of C++, 3 million triangles manipulation less than 45 seconds. (slower than Shape Picture UD because of using interpreter for decomposing formulas) Transition version…
Zbrush is better stand alone, has many powerful mesh creation tools, and is all around a very broad, versatile package. However, the large quantity of things it can do can be a detractor for someone simply looking for a small portion of it due to the cluttered interface and confusing layout. Mudbox is a very straight…
From Gamespy: [ QUOTE ] The resulting console is stylish and elegant, and you'll never feel the need to tuck it away when company's coming. [/ QUOTE ] PFFFFT! aHAHAHAHA! HAHAHAHAAA! If this was Pratchett you'd read the line "He had no idea what 'stylish' and 'elegant' meant but seeing the way Gamespy used them he decided…