i wonder how the consistency of the poop changes as it passes from one body to another. i mean, if the first person ate a bunch of brocolli, and had a very firm stool, do you think it would pass to the second person as a solid cylinder, then come out of the 2nd person as a ....clam chowder consistency? then finally squirt…
Yeah, 1600:1200 divided by 100 = 16:12 divided by 4 = 4:3 (aspect ratio). Which is standard. If you can divide the first number by 4 and the 2nd number by 3, you should be safe (16:9 for widescreen monitors usually). 1280 divides by 4, 960 divides by 3 ... 1024 does not divide by 3, so it's not a true 4:3 aspect.
sorry to hear.. but: 0. working folder 1. backup on DVD 2. backup on external hd (search web for "modelname + problems") 3. evtl backup on 2nd external hd thats how i do it and thats why i don´t loose any work anymore if you manage to loose all 4 backups than get yourself some champagne and celebrate
Both the 2nd and 3rd are good. Skip over or improve the 1st one. I think it's lacking the detail the other two have. I think experimenting with shapes a bit more would benefit this. Example: Make the round shapes (holes I think?) progress from small to large instead of all being the same size. Stuff like that. Nice stuff…
[ QUOTE ] What people need to realize is that Bush is not the problem. He is a symptom of the problem. Our system is fucking broken. It is this same system and nation who elected this guy for a 2nd term, even after the supposidly "stolen" 1st. This country needs MAJOR social reform or revolution. [/ QUOTE ] The grass is…
it's worth checking out the market for used wacoms on e.g. ebay. these things are quite sturdy and other than wear and tear to replaceable parts there's hardly anything that can go kaput on a wacom so they should be a safe 2nd hand purchase. intuos 1, 2 or 3 hardly matters really. just don't compromise on size right from…
In your height lerp Material Function, plug the Vertex Paint's RGBA (only one of these channel) to Transition Phase. Transition Phase decides which Vertex Paint's RGBA channel will TRANSIT to the next texture. So in your A(V3) and B(V3) will contain your 2 textures. A will have the base texture and B will contain the 2nd…
Really looking forward to this. It was my great pleasure to work on the 2nd one, and I'm really excited to see what the old gang comes up with for this new one. There were some ups & downs during my time at Vigil, but when asked, I still tell people it was one of the most fun games I've ever worked on, and I really learned…
a few things that increase your vert count of an object in game: UV seams Smoothing Groups 2nd UV channels Mutiple Material IDs within the UV shell Lightmap channels Draw Calls (will this object be reflected?) Some complex shaders can increase them as well I never budget anything in tris anymore... or even in the 3D…
Saturday's update. Shadows are over intense but they're going to get walked back a bit as I go Part of that darkness is so I can get some magical shit on the sigil to look like it's actually casting a glow once I get around to drawing it. Up next is a 2nd highlight pass, which might be followed up with some actual color…