One thing I like to do is have a separate Photoshop file that contains common colors & elements for a given project - or part of a project. When I'm working on WWII aircraft, for example, I have a file that contains color swatches for each country, and another with common insignia and even notes on proper fonts. It saves…
[ QUOTE ] because aethists/non-believers tend to be much more vocal, crass, rude, and oftentimes completely insulting or beligerent when expressing their views about religion. it's not often i see people disagree with religion while being respectful of the people who do believe. [/ QUOTE ] I guess you have met the wrong…
I do not know how this is "interpreted" in other apps ( some have different naming like "chamfered") but : This depends how you have selected the "corner": if only selection the corner "edges" then this works to some degree: But when selecting the loop around the corner then this in blender the outer and the inner corner…
There are lots of things to consider when deciding if the PC can "run unreal" or not. like for starters what size is the screen you are printing to? I mention vista because I dont see you benifiting from teh 64 bits more than if that money was repurposed somewhere else on your PC hardware. certainly XP can "run unreal"…
Thanks for all the info guys. I think I would prefer to have a thicker glass, I am planning to use Marmoset to render it. I'll see how it goes, a bit of trial and error now. I do also have that glass bit on a different texture set, so I think it should work, I'll just skip the ao map on it..
My best guess is that your specular response is getting doubled because your getting info from the directional lightmap AND the actual lights at the same time. Check your lights and see what you have set under lightmapping in the properties tab. By default its set to auto...make sure they are all set to baked only.
I think you're messing things up. The vertex group field in the modifier settings is to only be used with a vertex group for limiting the influence of that entire modifier over the mesh, not for skinning. Almost all deform-type modifiers have this kind of option. When you're skinning a character to an armature you leave…
Hello. I've been working on this model of a classic GM New Look bus also known as the "Fishbowl", I intend to keep it roughly around 100k polygons for the finished model while maintaining as accurate looking proportions as I can. When the model is done (hopefully soon) I intend to make some renders of it with a heavy…
I'll be interested to see where this thread goes. The uncanny valley gets all it's pop in the realm of character art, but I think it happens in environments as well when things are 'just off' from how they would be built. Maybe it doesn't create the same sense of unease when it happens in environment art, but it can still…
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