sure its not a 1:1 ratio but the lack of hard polling in the pirate community doesn't mean it isn't a problem. It effects the smaller studios first, as their bottom line is more susceptible to piracy. Some of this income could float a small studio or give a start up a chance. So its all fine if someone mugs you and they…
Well I just got done playing thru the demo disc. It was the same demo from E3...not that, that is bad. The demo was a lot of fun but very short and didn't get to fight a boss of any kind and no real objectives at all to accomplish. Just go and keep moving and you really only could go point A to point B, no multiple routes…
This is still probably my favorite project in my portfolio, Maeve B posted an awesome Sword of Fathoms concept on Twitter and I knew I had to model it once I saw it. https://www.artstation.com/artwork/xJOnD4
Could you post A showing her whole body? I think A looks good, but might not compliment her proportions as well as B & C. Plus the long thin arms and legs add alot of interest to the character.
So essentially, Thor and Iron Man were pop-corn summer movies with pretty simple A to B plots, but they were better then Transformers which tried pulling double stunts in the storyline. Yep, I agree with him.
Yo can someone explain to me what these B and W checkerboard tile means.... I know it's for UV editing and it's supposed to act as a projector but i'm still confused
Probably because doing this with nodes is pretty straight forward. In case of adding them using an alpha, you just multiply the alpha on B before adding it to A. You could definitely make some custom material functions for this.
Batman suit looks like it was crafted by a 3rd grader with the help of his mom and her sewing machine in that pic. Pouty-face just makes the image even more silly looking. But it's B&W, so it's edgy!
More sRGB & gamma correction stuff if anybody's still interested: http://download.microsoft.com/download/b/5/5/b55d67ff-f1cb-4174-836a-bbf8f84fb7e1/Picture%20Perfect%20-%20Gamma%20Through%20the%20Rendering%20Pipeline.zip