When viewing the list of view modes, the text is cut off for me. Doesn't matter if I'm in normal of fullscreen either. Firefox 37.0.1, Win8, 7870 w/ Catalyst 13.12 (outdated)
Hi, Maybe a little more hip action/thigh action. Lips would be nice. ;) I provided 2 images that might help: Profile view: http://previews.123rf.com/images/yupiramos/yupiramos1006/yupiramos100600099/7267790-Beuaty-girl-profile-praying-over-white-background-Stock-Photo-child.jpg Frontal view:…
First of all, GI only works with precomputed lighting. Considering you only want to use dynamic lighting you should turn GI off and turn on force no precomputed lighting. The discrepancy between the editor and game views comes from the fact that the editor will attempt to dynamically fake some static lighting to…
It be nice if they said that in the rtt render to texture tutorials. I have used max for years have never thought of using the other options. You can view the uv from different views, vw, and uw, it's similar to top, side and front view. That's how I understood it in my brain when a friend of mine showed how to easily you…
Even when viewing in smooth + highlight mode, a mesh will turn to a red wireframe and crash soon after if the video card and ram amount is not capable. I will often times put a camera zoomed in on a piece of mesh so the scene isn't loading the entire thing at one shot upon file bootup. Then switch to perspective from that…
I think the ivy- area and her wooden arms don't read so well when viewed with a little distance to it. The ivy has some extreme smallscale detail which will only come out well in close ups. When viewed from a distance this ivy area will probably be quite blurry. I think this is obvious when viewing at your second…
Yep, this is looking much better. Currently I'd say the main area to focus on improving is the hands - they look ok from the front and back view, but in the side view they are probably too narrow, they only seem to be as wide as her wrist. The wrist width is fine but the hands around the palm and finger area would probably…
But this would be a real world "solution" and so one can understanf whats possible and so might be able "to read" the concept.. (Maybe i understood this incorrectly (non-native-english ) but of course i didn't meant it harsh :wink: ) Another example for such possible probblem is: "blueprints".. I always have some which do…
thanks, the maths is really "weird" especially getting the light and view directions for the pixel shader (screen space) and a different light direction for the vertex shader (view space) as the lighting and normals come in two parts.... one for the overall clump of points handled in vertex shader and then each billboard…
Try this, right click on the plus sign in the view port(top left) > configure view ports > Lighting and shadows tab > set the Illuminate Scene with to default lights 1 light.