There is no backface. There is point data and a computed normal. When you have single sided materials the rendering routine culls all faces that face away from the camera. When rendering doublesided it doesn't. It just renders all faces in the object. Most shadowing algorithms rely on a face normal (The averaged vertex…
@Omnicypher Also, don't forget that inside those book shelves, they have a sideways H shape for the shelf (it appears that each vertical shelf has two of these shapes). Yours seem to be all going the same direction. Take another look at the concept art, unless you're wanting to pull away from the style. Keep messing with…
I've recently made some pretty extensive research into modular environment texturing for a game project. What I came up with was having elements that tile horizontal on one texture board, elements that tile vertical on another and keep any materials that tiles across large surfaces like bricks plaster and stuff like that…
'Phase 14 Break-time from this concept and worked on a more serious attempt at a UT level theme, Gas leak Mine.' I'd file any perception that this wouldn't work as a UT map under the umbrella of over-exposure. The color, the verticality, it's seems perfectly well composed to be a twitch style fps map. Thematically…
I've bought factory refurbished wacom products and they were as good as new. It would depend on how much less a used one from ebay/craigslist was. The Yiynova MSP19U seems pretty decent once you solve the pressure sensitivity issues by doing this: open up notepad and type the following two lines # Use WinTabUseSystemStylus…
Depends. You could use one brick texture for all four, and use material switches to create all the variations. This would decrease memory cost but at an increase the shader cost. You could pack four brick textures into one bitmap, for example in a vertical strip (so the sides tile), and subdivide the geometry (to make it…
There's something about the pink trees that just isn't working for me. I don't know if it's the lack of a taper for the front, the domination of the darker areas in the closer trees, or something else, but they just don't rise to the quality of your other trees. In that same third image, the light is very strong - noon on…
Looking great, You got some great flow going on in your paintings and fluid lines in those anatomical studies. :thumbup: I'm not Alex but here's what I usually do. It's a bit hard to see the composition if you start with soft brushes. I would start with hard brushes and for blending i would change opacity pretty often.…
@Shyralon Hey good work! I think it's pretty good! my critique would be that the metal material looks a little bit stylized where as the wood is definitely looking a little more photo real. I think some more detail in the roughness map would be great! Your using a 4096! might as well get as much out of it as you can…
Hi guys, there's a lot of people in the AREA forum question about this new feature also, but the conclusion is you cannot turn it off. You can make it static but you can't turn it off/ bring back the old style dialog box. If you don't like it then just stick with 2010 untill the next release of Max (or possible Service…