you can only load a single texture at a time, unless you do multitexturing (multiple textures layered on top of each other) so to be more precise one texture a "texture unit" normally your card can access like 4-16 textures at the same time, but not like per object, cause when you render a model that consists of multiple…
Hey all, I've been using this script that I threw together for unwrapping cylinders quickly in max. Basically combined a couple of frequently used commands together so that it is just one keypress. As well as solving an issue I run into often in max cylinder unwrap where it staggers the edge along a seam or doesn't weld a…
You might be interested in this newly published siggraph 2012 stuff: Siggraph 2012 talk : Local Image-based Lighting With Parallax-corrected Cubemap [ame=" https://www.youtube.com/watch?v=Bvar6X0dUGs"]Siggraph 2012 talk : Local Image-based Lighting With Parallax-corrected Cubemap[/ame]
Hi! Dota crashes after i'll try to start local server for preview my items for Morphling :poly118: Morphling : After start local server - dota craches. But :poly121: if i add items to other heroes it works, for example Axe: and in game: So Comrades - ideas?:poly122:
You can locally sub-divide a mesh(meshsmooth button on selected faces in editable poly) but, why would you want to do it? If you locally subdivide, the adjacent topology will be dynamically tessellated and will result in even worse topology then you currently have.
Did a 3 year Diploma locally and applied straight out of college. My portfolio wasnt all that great to begin with. Local game company had immediate vacancies, but for a newly setup, small animation division (TVSeries/Cinematics) Got in through that avenue
Unless you're modeling a fully naked character, you'll have quite a few places where you can split the mesh into various subtools in order to get even more subdivisions out of them. Other options include local subdivision, local retopology with zremesher, and the edgeloop tool + relax.
Ok cool, yeah one thing that can give you issues with local reflection is if you have specular values higher than 1 (ie more light reflecting than hits), you got a sort of infinate loop in the local reflections. Not sure if that had anything to do with it though.
Here are some examples of two buildings I textured for class last term, [IMG]file:///C:/Users/TEHROB%7E1/AppData/Local/Temp/moz-screenshot.png[/IMG][IMG]file:///C:/Users/TEHROB%7E1/AppData/Local/Temp/moz-screenshot-1.png[/IMG]
I'm currently working for Activision...as localization tester. ;) It's actually nice enough, playing games for a living, and localization testing is (imo) better then normal QA testing. And it's nice to take a break from thinking work-3D/portfolio-3D and just doing fun-3D. :)