Saidin311: You can apply for a TN visa if you are Canadian and hoping to work in the USA. This is how I have received all of my work permits. I am Canadian and I work in the US. TN visas are much easier to get than H1-B's -R
I never had to, I unlocked the mirror 150cc grandprix and beat the nitro tracks, got all b ranks and it unlocked R.O.B. He is pretty good, most of his karts are fast and well balanced, although dry bones and his tank are my personal favorite .
I usually just do as you say, connect a new layered texture node to every material. If you do it in the hypershade work space it's a little less time consuming, but it still sucks. So I would also b interested if anyone know of a faster way.
Romani - In search of death This is a project I'm developing, with the intention of making a scenario contextualized at the time of the film Sweeney Todd, London, 18th - 19th century. B) <3 I started blocking and I got this result so far, I try to think about how I would do this scenario, if it were focused on the game.…
You could build in in your shader multiple cubemaps, and then use world space mask or vertex colors painted directly in editor to blend between areas. Additionally you always could save multiple cubemaps/masks as R+G+B+A texture, and then tint them inside shader.
Comparing to construction: 'B' Foreman - Has 3 journeymen max under him, still works with tools 'A' Foreman - Has more than 3 journeymen, doesn't work with tools General Foreman - Foreman of the foremen, needed when multiple projects are ongoing Also, don't quit like that.
Interesting. What are those models we're looking at? Are those base models or in game models? My biggest concern is your poly use. B/c it's in UDK I'm guessing that this is for a game portfolio. The actual models themselves look pretty cool, and that sci-fi piece looks awesome!
hi kot, I use a mechanical pencil most of the time with B lead. I use either a moleskin sketchbook, or bristol paper. I smudge lines a lot more if I'm not careful of how I place my hand on the page. Also how sweaty my hand is.
Some of you objects are quite nice, but you're using way too many unique textures/too much texture space. Check out this section of the wiki (it's about tiling textures): http://wiki.polycount.com/ModularMountAndBlade?highlight=%28\bCategoryEnvironmentTexturing\b%29 Or this one:…
As in "the skill one is most adept in"? Well now, this is quite the educational thread. Turns out I've been mispronouncing "anisotropic" all this time too. With regards to ZBrush, I say Zi, 'coz the way the D and the B bang up against each other in Zedbrush is unpleasant to enunciate.