Hi everybody ! I am Naveen B. I am new user of Polycount. I am currently working on a concept (below). I want some ideas to improve it more. But can someone reply me how to insert images for feedback waiting for comment....... thanx
I assume most of you a) already have worked with this stuff or b) have already seen this but just in case, the details on the Xbox2 have been put out, directly from the horses mouth. http://www.microsoft.com/presspass/press/2005/mar05/03-09GDC05PR.asp
Hi guys, Here's a character that I've been working on, and I was hoping to get some feedback on her. All suggestions and critiques are welcomed. Oh, and I plan on fixing the clipping of the dress and leg armor when I pose her. Thanks, (n_n)b
Hi, Which of these two high polys would result in a better normal map?: A B -I would do a quick test, but I don't want to download SP until I've finished my High polys. Thanks in advance...
you don't need the texcoord part. just multiplying the world position (g, b) by your vec2 should do the job. the texcoord node is likely the cause of the weird shit - who knows what sort of scale they're working on with a directional light
That's cool a card idea if they keep them or they are that cool but maybe a direct thank you to each member would be good enough? Best of luck sounds like this might very well be a good B-Day gift.
it was in the last beta weekend, the game runs perfectly now. also http://www.gameinformer.com/b/news/archive/2012/09/13/guild-wars-2-sales-pass-two-million.aspx GUILD WARS STRONG
I don't see UV unwrapping going away anytime soon. In some ways I find a good unwrapped model is WAAAAY easier to texture than trying to paint it all on a 3D object. B
Thanks for all the feedback :) I made a little progress on it, after getting some homework out of the way haha Not done yet, but any critique before refining would be awesome :B Thanks again guys
Import texture -> Tick box Flip Y Channel. Or... Import texture -> Save -> Put in Material Editor -> Take Green channel -> Multiply it by -1 -> Append RG -> Append B OR DeriveZ -> Connect to Material Normal.