Hello everyone, i'm working on a plant and i want some critics.I'm trying to make it looks more realistic and maybe make the shape more interesting. Thank you. https://hassensamaali.wordpress.com/2016/02/12/plant/ I put a turn in my website.
Thought this was a pretty interesting read. It also has some sad actuality with all the recent leakings and all... http://www.eurogamer.net/articles/2011-02-21-the-boy-who-stole-half-life-2-article?page=1
http://www.engadget.com/2007/02/01/sony-sauce-spices-up-your-real-ps3-grill-bbq/ Now thats what i'm talking about getting all my tastes buds working in six axis, with my PS3 grill!
ty anuxi, you are right about that should, going to fix it =] --- ingame view [ame=" https://www.youtube.com/watch?v=Po-T8K-Nkrs"]dota 2013 02 15 04 34 29 11 - YouTube[/ame]
Might wanna read this if you're thinking about SSD's: http://benjaminnitschke.com/2009/02/25/WhyCheapSSDSucksForVisualStudio.aspx http://benjaminnitschke.com/2009/03/20/ExperiencesWithTheIntelsX25M80GBSSDAndCompilingNativeCodeInVisualStudio.aspx I know it's from a programmers perspective but you should keep it in mind.
01. Looking for a 3D artist to make a school bus for CG Rendering + video games. 02. Looking for a level designer experienced with Unity and terrain creation in Unity.
This will probably help, it's not a simple fix. https://lipuster.wordpress.com/2011/03/02/occlusion-and-luminance-transparency-solved/ When I was doing rendering work with MR, I would trim my planes very tightly.
Went from the 2011-06 build to the 2012-02 build with no issues. Later build seems to be more stable in regards to vertex painting tools and landscapes, could have just been on my end though.
Hey guys, Here is the part 02 of my ocean tuto (beginner/intermediate level) : hope you like it :-) [ame=" https://www.youtube.com/watch?v=BCDLrGAAJ4Y"]https://www.youtube.com/watch?v=BCDLrGAAJ4Y[/ame]
This link should help out: http://donott-lcad.blogspot.co.uk/2010/02/accurately-offsetting-overlapping-uv.html Offsetting overlapping uv chunks is key for baking normals and AO, and can get rid of alot of errors.