Right I'm back and I thank you all for your advice because back when I posted that first picture I didn't think there was much more I could have done but boy was I wrong. I've done my best to follow everyone's advice but I think the main one that was difficult to do was reducing the brown. I added more tan to the arch…
Thanks for the advice, yeah I know the gfx card isnt amazingly important but as Ive had integrated graphics before I prefer some real gfx power. Have been advised to check out the Acer Aspire 6930 Gemstone Blue which seems to do most things Id like and seems to be a nice price (just shy of £600), anybody got any experience…
Components needed: Motherboard CPU RAM PSU - It's important to choose a good power supply, you'd might as well go for some power right away as well, so you don't need a new one when you're buying new parts. If you buy a 500-600W now, it might be just a little bit too weak the next time you're gonna upgrade, but something…
Trailer's up, but the site is getting hammered. The thread over at cgtalk has a few links to other sites to see it at. http://forums.cgsociety.org/showthread.php?p=6056964#post6056964
amcclay if I'm not mistaking I kind of described how to this this your other thread. At least he non-shader way of doing it by cutting up your geometry and overlap the UVs. http://boards.polycount.net/showthread.php?t=60555 Good luck.
Looking good! You can easily go to 150 dpi--there's really no reason to do 300 for a large image standee. Hi-res's like 300 are good if you've got fine text that needs to be read or it's going to be printed in a magazine and examined up close, but barring that, it makes more sense to go 150. The difference will be…
well, they stated that they used up to 60k riCurves for generating akis hair, depending on how close she was to the camera. that amount in animation sure took an eternity to calculate for every frame. still, most of it was probably press hype, after all magazines need this kind of spectacular stuff to write about. i guess…
http://www.juantwo.com/scripts/Martinez_Macro_TextureArea.zip If you are using 3D Max you can use my script to calculate the area used by your UVs. It gives the output as a percent. For example, a box that has 6 sides planar mapped will be using 600% of the texture space. Copy it to the UI/MacroScripts folder. Restart max…