Actually maybe the better way to solve this is for moderators to simply put the big/numerous images inside a Spoiler. That way they don't cause a dl slowdown, but they're still visible to those who want to click.
Thank you garriola83 That's right, I can't wait to put it all to good use! Do you think I would be able to solve any of those form issues with a bit of vertex pulling?
Looks good! My only comment is that I would rotate the rocks in the 2nd image. they are all looking very similar at the moment and simply rotating and scaling them to different sizes shoul solve this issue.
Solved the problem, my spring arm was set as parallel to the ground and reset to default for a split second when the pawn hit the ground. Fixed it by adjusting the angle so the spring arm started at an angle to the ground.
Yes. The physics sim needs holes to hang the curtain on the curtain rod, just like in real life. You've created an impossible starting state... objects interpenetrating, so the simulation can't solve it predictably.
Agreed, portfolio is THE most important thing. One way to solve the resume thing is to simply add a line item identified as self-improvement. There are many terms to use for this... updating skillset, technical sabbatical, etc.
There's many reasons to owning a weapon that range from a multitude of subjects.. If the law was that you could not have children do you think over population would be solved too? Problem is the gun was loaded and was in reach.
Thanks for the reply, truly appreciated, i got in contact with someone and he told me it was because i had no smoothing groups in my low poly models, and that caused the issue, so its solved!
there is never a need for 2 1024's blurry is not solved by the map size its done by photoshop skills, the best maps ive seen have been done on 512 and even 256, think about it
nice backlighting will solve your woes. some ambient occlusion think about other buildings casting shadow onto the structure it's self. This could give you your "shadow puppets" for dramatic lighting.