I had to do this a while back on an environment, as the lads have said camera mapping is the only way to do it. The thing is that since reflections are view dependent it tends to look like crap when the view changes. its also very prone to streaking, multiple projections can work around this but its not great. I found…
[ QUOTE ] It may well be because of your onboard video card. It seems that the GMA950 supports pixel shader 2.0 model, I think that Max's viewport rendering of normal maps might need ps 3.0. [/ QUOTE ] Shader model 2.0 works fine for viewing/creating normal maps in max. I've been using a laptop with an older gpu that only…
I'd say follow along the UT3 asset densities sizes and you should be ok. Running Deck17 with Nvidia's perfhud on showed over 1million tris in view at times, and averaged between 200-300k. Now I don't think these are all drawn triangles, but at least those handled by the GPU at some point. Anyway over 100k in view at any…
I would guess the original issue was, you baked and viewed with different triangulation. What you did then shouldn't solved the issue but make it less visible maybe in the process you even ended up baking and viewing with the same triangulation Btw: I would triangulate it by connecting the corresponding horizontal points…
Sure - sorry I don't have nice example images. You should check out whats going on at Shadertoy https://www.shadertoy.com/ These guys are doing amazing stuff just in the pixel shader - look at this https://www.shadertoy.com/view/4slGzn no vertex shader! Actually this one is pretty much the same as the raytraced one I did…
I'm kind of surprised they don't do any model swapping for the first person view either to get higher res weapons and 'arms'...Maybe that's because they wanted you to scroll seamlessly from 3rd to 1st person views, or ... maybe that means there's actually so many types of arms and armor that it wasn't feasible to model…
If I am not mistaken (at least in MD2, haven't upgraded since), the garment parts that you create in the 2d view always appear in front of the avatar, with the normals facing towards the front view. So in other words if you create a front piece it will be good to go, whereas a back element would have to be rotated 180…
Might help: https://www.youtube.com/watch?v=kGszEIT4Kww&list=PLcviGowrzWOMZSAiYLT2Y50P3f1I5CM34&index=1 https://www.youtube.com/watch?v=NRNL_21Ee_w&list=PLcviGowrzWOMZSAiYLT2Y50P3f1I5CM34&index=2 https://drive.google.com/file/d/0B02lElvs8BcvYllmQWpXUGxod3M/view I'm not a Max user, so I might be wrong here. But, I've read…
graphic cards destroyed : GTX 570 from Point of View GT9600 Gainward GTS450 Gainward GTX660Ti Point of View the GT 9600 was my old spare card and the GTS450 was bought cheap 2ndhand for testing all others did get replaced by my reseller right now i have a GTX660Ti right now iam testing it with a different outlet double…
That looks a lot better! The lower legs are still longer than the upper. There is a weird indent on her inner forearm that you can see from the front view. Her palms are too small compared to the fingers, but the overall size of the hands (palms + fingers) looks about right. The neck could use more slimming, especially…