yep sure was.. ask poop he seen it..i wasnt doing anything to the model besides rotating it around.. but did no prob.. and with the centrinos its not like comparing a pentium 1.8 or an athlon.. i think the going conversion is something like add 30% to that number.. so a centrino running at 1.8 ghz is like 2.5 gzh…
Hey Guys, its as easy as this: go to the file: C:/Users/Public/Pixologic/GoZApps/Maya/GoZBrushToMaya.mel and remove or comment out the lines 132-138: 132 // // ------------------------------------------ 133 // // GoZBrushToMaya requires Mental Ray plugin. 134 // if (`pluginInfo -query -loaded -name "Mayatomr"`==0) 135 // {…
Hey Guys, its as easy as this: go to the file: C:/Users/Public/Pixologic/GoZApps/Maya/GoZBrushToMaya.mel and remove or comment out the lines 132-138: 132 // // ------------------------------------------ 133 // // GoZBrushToMaya requires Mental Ray plugin. 134 // if (`pluginInfo -query -loaded -name "Mayatomr"`==0) 135 // {…
Hello Guys ! Thank you all for taking the time to help me. So I tried to crank up the light map as ZacD said, 64 to 128-512 even 1024 nothing changed. But thanks for the advice, I'll keep that in mind (= The only solution I found for now is to make one big mesh of the road and the counter. The road is at 1024 and the…
Eh, for Fang you could make sure the edges of the single quad and the edges of the rest contained only flat normal information (128-128-255 signed unsigned, whatever). The area with the seam must remain symmetrical on both sides of the model when baking. Within Zbrush storing the symmetrical shape, modelling the asymmetry…
I had to use it in a PS2 engine, which was of course fixed pipeline. Ideal texture size on ps2 is 128*128 4bits (16 colors) and the engine used a subdivision terrain system. Everything was modeled in quads and subdivided on the fly (with nifty low res displacement maps, which was very nice at the time). I guess this is all…
You can only edit the normal that you paint via the height channel, which is later converted as a normal map and combined with your input normal map. The only way for the moment (kinda "hacky") would be to load your map as a regular basecolor/diffuse texture and paint over it, but you don't have any guaranties it will be…
http://www.pointlesswasteoftime.com/games/manifesto.html 20 things gamers want from the seventh generation of game consoles. [ QUOTE ] In the desolate economic climate of post-apocalyptic 2006, I'm thinking that's going to be a lot of money. Now, it's true that at E3 Sony was boasting the Playstation 3 could crank out 1.8…
I'm having some trouble with my lighting / light maps. There's some seams and weird lighting artifacts. Everything is snapped to grid / perfectly aligned, but these things keep happening! Lighting is at a production level too. Any help? And they only happen on certain walls. Lightmaps are at a 128 at the moment. I've tried…
Cheers guys. Bedrock: Yeah I see what you mean. It's baked at 128/64, just a nrm to help control the smoothing. I've baked at 256/128 and added in a gloss for some dirt and scratches (it was too low to have them before) and it's looking a little better. Also the middle bit of geo was only 40 odd tris and, while it's not…