Game ready model of a Carl Zeiss binocular. Done as a side project to practice modeling, texturing and rendering. 4.484 Tris, 1 Texture Set, 128 px/cm at 4k Pretty happy how it turned out, what do you think? What can i improve on?
Hey when you get down in the dumps what is each persons way of dealing with it? Crack-Cocaine? Meaningless Sex? Driving at 120 drunk? Base Jumping? Fighting bears in the wild? (Yea Im having a bit o fun with this)
Hi ! The material preview of Maya, on a sphere, is really boring, I could not recognise my 128² tex on spheres. Is there a way to show materials on other premitives or just on a plane, in the Hypershade ? I searched but didn't found anything.
You don't really have much choice - it's a kernel based filter whichever way you look at it and since it's parallelised already you have limited options in terms of making major speed improvements . The only way it really gets faster is to do less work. If you chain 8 of these with kernel size 16 in a row it will be a lot…
for very lowpoly chars i usually prefer cylindrical projections and just tweek some uv's here and there. pelted stuff is really hard to paint on, when you're very lowres like 128.
You could try turning your phong settings down a bit on the left. Set the top to like 120 and the bottom to 80 as a starting point, helps to take that white shine down a bit.
Same :P I've had enough of MW2 now, it's just constant tubes or some speed freak runnin around quick knifing people with 120+ ping. I'm ready for something else.
Left a few notes. The rubbery arms can be a good effect, though I think ~f96-125 is a little too much in a short time. Generally I'd say use it like a smear.
notice PSU and HDD outside... PSU is the sore spot mainly... I think HDD is out because of spin-speed not terminal wetness... http://www.tomshardware.com/reviews/strip-fans,1203.html
doesn't look like a bug, looks like a space betwee the 0 and 7 ;) . would be nice to have some more standard shortcuts though, having to remember that poly 120 = :poly120: sucks ;) .