put it in an output node and set the output amount to a number greater than 1 then do the multiply. worth trying. I havent tested it with vertex colour but i regularly use output to do this sort of thing on bitmaps.
Thanks Guys. Pixel: The work is sent in batches, and depending on the size of the batch, we request a certain amount of time. So timing is variable in most cases. regarding the building, I don't have any in-game shots.
Niiiizzzzza, hope you are doing well, these last studies are killer, there is a lot of style and research in your studies,especially facial features are so efficient and defined considering the low amount of polys. thanks so much for sharing these.
who is that playing the spectre and nite owl? spectre looks familiar. (assuming that's them at the bus stop) looking forward to this huge amounts, so far they have the visuals down at least, here's hoping they don't fuck it up
Im pretty impressed with the scale and amount of baddies. Looks nice. I gotta admit though, I didnt really notice much of a update gfx wise. also yea, i wants some more colors.
It's turning out really cool. But I have to say, with the amount of geometric detail I'm seeing from the renders, I could easily see this condensed into a game-ready environment without much noticeable detail sacrificed.
I always suspected that these numbers have more to do with the amount of profits Sony needs to write off on their taxes than on actual manufacturing costs. It would be nice to get the perspective of an actual corporate accountant on these kinds of stats.
I'm all for some more challenging quotes, but try and pick films that people will have at least heard of, never mind remember dialogue from. I don't think any amount of quotes is going to help for this one.
Pak: That's what I am doing. I calculate UV polygon area, and corresponding surface area of the geometric poly, and find the ratio between those, and scale each element by the required amount. Works pretty well.
Well in max you can make a material with a checker box grid and change out the number of times it tiles to what you want. So you make a few different tiling amounts, like 16x16 and 32x32.