Hey, all. This is my first post here. I've heard this is the spot to go for harsh, but helpful crits. I'm working on a high poly (turbo-smoothed) squirrel to rig up for animation, but I've come across parts of the anatomy that are difficult for me to understand the contours of. Below are screenshots of where I'm at.…
dont even bother with sli. TBH that card is way fast as it is. and by time you would want the extra performance offered by a second card, it would prob be cheaper to buy a new card in the first place. the i7 is hot i love mine, and the 6 gigs of ram is wonderful. and why get a 750 gig drive. I have 2 TB and i filled it up…
Hey Mark, The progress is coming along great. What I see as an opportunity is much like what has already been mentioned. More Polygons and push the spec. You are really relying on the Normal map to convey the light information and currently its doing an okay job of that, but Nmaps can't work alone. I took a section from…
Here is a bit of an explanation about how you would do the hard blend with the vertex colors. There are other techniques as well, but their one is likely this. I mentioned that "if" thing, that gives you the fully hard alpha, so its actually very simple. This is what your if would do: A= height A B= height B A>B = 0 A>=B =…
Hi Luiz, I've found some problems with version 0.5.2 the first one is when I will double click on an image to open, it will not bring it to the front, is it possible to bring the image to front? or the entire images already opened with kuadro? -when selecting with the alt tab the first image that shows when Consolidated…
You just need to export a few different ranges of animation? Of course it's possible in 3dsmax. Every animation export or save function has a range setting on it. Don't get me wrong 3dsmax has its faults, but this isn't one of them. There is a differance between "I don't know how to do it in 3dsmax" and "3dsmax lacks a…
malcolm> I actually made some course lecture material for doing this :) Use a "samplerInfo" node's "Point Camera" to evaluate the distance to the rendered pixel. Then it's just a matter of scaling your range of interest to 0-1 to pass on to RGB coloring of a shader. You can create some interactive objects with distance…
No, don't break the unwrap. You want the unwrap to be one continuous square. That way when you bring it into Photoshop, you can use the Offset filter easily. Don't worry about relaxing the shell, or about stretching and stuff like that. The main goal is to get it to fit in a square space. Just made this real quick to show:…
I believe the reason the gloss maps are different per engine is the render engineer uses different values for what a grey pixel is. He needs to set a baseline on the game so the shader knows how bright medium grey pixels are, then you can tune the shader in game if you're lucky and modulate the gloss map from it's min and…
yes we at dice have the same kind of branding. "DICE - an EA company" as my business card says :) . i can sign of that initally people where a bit worried what the merger would bring but now a year later it really works. We are just doing our thing as we've always done but with the added security in finance and also the…