The Title text "portfolio" is getting chopped off in my browser and on your 3d section some of the high res thumbnails have a white pixel on the edges that should be easy to get rid of. One other thing, and its nothing really, is the scroll bar on the bottom isnt nesssary, maybe you could get rid of it. Overall pretty cool…
i'm quite sold on this baby at the moment but need to obviously try it out before grabbing one first. do we know anything about the display technology they're using in those? stuck pixels, lifespan of a display, heat dissipation. i'd hate this to be as short-lived as some laptop-displays. in that case it would be way too…
Yes actually,cockpit is already in the works,i modeled out the basic interior as well as some of the seat you can not see. After all of the big stuff completed and i begin on the small parts ill model the full cockpit. I think ill have it set as a seperate element in the model with a different texture to ensure the…
well, he have no shoulders and he's too fat for me, Captain N megaman doesn't resemble the original megaman at all men :\ i know that the sprite have almost no shoulders too but it was about 24-25 pixel tall and it doen't look strange like in a 3d model also because the pose…
Thanks for the feedback :D . Definitely have a good point in terms of the texture size, something I need to do in future is scale my UV islands properly in the unwrap because in the case of this guy, lowering the resolution lead to texture blurring on some parts of the model. I'll definitely work towards optimizing pixel…
hmm cartoony was definitely not the look I was going for so I did some minor changes and replaced the "fronds". Sorry my english isn't that sharp. Is fronds the same as stamen? also I've distributed the pixels a little better in the new texture. Thanks http://www.swissquake.ch/chumbalum-soft/...p;postid=111905…
I've done this with the smudge tool before. Get a rust texture and change it's color to dark blue then scale it as a line, it doesn't have to be perfect, then smudge downwards multiple times with high threshold using a small 1~5 pixel brush, and then set the layer to overlay. Not sure if this is what you are looking for…
Mop, the way I remember it is that, some PR guy threw out something like 'Featuring characters 3D scanned from the real actors!!!" whereas it really was Daz and Soul just pushing pixels around the old school was and doing a fantastic job at it ? Btw. I dont believe in growth of 3D scanners too much. Affordable 3D printers…
I wouldn't use a cranked lightmap to fix this. It has HUGE implications on a full level. 256x256 isn't much... but for 100 of these items alone that's equivalent to a 2560x2560 texture map (I believe Lightmass uses several passes with other lighting data in too, and they will most likely not pack with 100% efficiency) Turn…
gamma correction is applied to the final color of every screen pixel. So to cancel out this correction (which would otherwise brighten all color textures like diffuse and spec), they're inversely gamma corrected first. normals aren't colors but vectors, so they don't get affected by gamma correction, and thus there isn't…