absolutely. My 13hd came in awhile ago, and I was able to lay it down just like my intuos as well as propping it up like my cintiq 20wsx. Its very nice to work on, very crisp due to the high pixel density. I did two things with it, one layed it down in front of the cintiq to have a dual display of cintiqs, the other was…
Its been a while since I have updated, but here is the low poly version in maya. I am going to bake everything again because I have to change the UVs. Right now I have a lot of pixelated textures so I am going to have to make a texture sheet just for the wings and a texture sheet just for the actual woman. Right now both…
I don't see how they will be able to judge "professional level work". If you're employed and make money doing art, is your work professional? Or does it require judgment by an estimeed pixel pusher committee? or popular vote? Is it AAA only? Or mobile? what about 2D works? Honestly, I can't quite see how this will work,…
I meant not exactly this. Rather a surface of grainy and wet asphalt , not puddles, just a very thin water cover above a very grainy surface where each grain reflects very intense highlight in slightly varying direction. Altogether it produces a pretty opposite result of what PBR imply for water surface or just polished…
Game engines do NOT ignore that. How else would tiling textures work? Generally in game engines you can set the texture wrap mode. Clamp means that outside of the 0-1 range, the edge pixel of the texture is sampled. Repeat, which is usually the default, means the texture is repeated indefinitely for all UV tiles. When it…
It's just what happens when you build your models like that. The edges of any polygon will look jagged unless antialiasing is turned on. At a distance, and when you've got lots of geometry in the same place, you'll see flickering. That's because without AA or any alpha a polygon is either on a pixel or not, so flickering…
shader is too optimized to have only diff/normal/spec/refl. however it's not as lightweight as standard material. what else do you need to know? I use max 2011 x64, outliner, textools primitive maker, pixel pack, and some other scripts or plugins. scene is about 80k tris/ almost 300 separate objects/30-40 different…
@cw: Thanks for the offer! Please use the following link to download the file from my website: http://www.mentallic.com/download/World_Tile_Flip_Work6.max The goal is to have the WAVE object move across the world map tiles. The WAVE object moves exactly one tile's width each frame. For each frame the script checks the…
Wow what a great read and a powerful technique... I am somewhat confused though...did you ever have to do overlapping uv's for the pipes and the cords? Could you elaborate more on this comment. "As others mentioned with the pipes and wires I simply had some sections in the texture with a part of a pipe, with normal map…
The major thing here is that your highpoly edges are so sharp, little to no information is being captured by the bake. Generally assets using a baked normal map tend to have exaggerated roundness/smoothness in the highpoly. The polycount wiki has a section on normal maps that cover a lot of this stuff:…