Joshmtyler, I baked the map in xnormal with -y set in the baking options. I saw that this was the way to do it if you are targeting Max and udk. I'm using xoliul shader in Max. I may be flipping the green in the shader. Thanks for pointing that out.
Interesting link glottis. In that case I would expect it to be $90-$100 for brand new if it is targeted to be a cheaper knock-off for kids. I still had a hard time coughing up $120 for my DS Lite a few years back.
Not much else than asspats here! Perhaps the density is a little uneven for sculpting? Also, since this is an RTS, the resolution (even though there are few units etc) seems quite high. What's the target size of the units on screen? again, asspats and julöl!
http://blogs.unity3d.com/ the official message from Unity is they're confident this won't be a problem, but can't guarantee that just yet. My guess is that since they're not the true targets of this move, Apple will decide to interperate their clause in a way that lets Unity projects through.
Riki I hope you decide to go forward with the release. I'm looking forward to the content and I think that most of your target audience is more interested in learning than they are in the personal affairs of the author. Keep us posted on your decision.
I like that you have a targeted portfolio - it's obvious what studio you're trying to get a job at, and your work is catered for that. It's a good strategy. Demo reel was actually pretty interesting at some points. It definitely needs to be 2x the resolution though.
omtoolbox: http://jakob.welner.dk/omtwiki/index.php/Main_Page got a nice connect tool i got a few nice tools but their at my work machine so i guess it has to wait til monday.. Target weld, detach to name some
She has tiny arms with huge hands , brow is quite extreme for a female , her belly is rather flat also you could split forms using the 3 lines there linia alba and semilunaris , neck is almost a head in length so might want to revisit that as well , half a head is a good target
Yep. If you know your target size for the intended usage/asset, you can export at 4k, downsize, and import at that resolution. But ideally a size above and be fine to avoid that very issue and have some sort of buffer if you ever need to upscale.
No it isn't like that. It means that the baker and the target renderer uses the same tangent basis. Modern game engines uses Mikk tangent space. Xnormal and Substance tools bakes for Mikk so if you bake in either of those, it should be all good.