Oh man that’s creepy
The long pause is what really makes it great
Might be just a bit too similar to the Envato marketplace themes…
I’d take a look at Digital Storm’s laptops. You can customize them a bit to fit your needs:http://www.digitalstormonline.com/laptoploadxm15.asp?id=567967
For about 1300 USD you can build a laptop with just about identical specs to a 2500 USD MBP
That’s also a pretty similar setup that Chris posted – I’d consider that too
You would have gotten better answers on 3docean, but I’ll do my best here;
1. I think you’re referring to normal maps and diffuse maps? (There are also bump maps, displacement maps, etc.) The names indicate the role they play in enhancing a CG material (also referred to as a shader).
Diffuse maps, the basis of most CG materials, are used to add color to a material.
Normal maps are used to transfer normal data from a high-polygon model to a simplified low-polygon model, without using additional polygons (Basically, it affects the shading of a polygonal surface). Such maps are helpful because they greatly reduce the amount of system resources required to display and render a model, while maintaining an almost identical appearance.
Bump maps are essentially simplified normal maps (You can Google the difference between the two)
Example 1. The model on the left is simply geometry with no materials or textures applied. On the right is a model with that same geometry and number of polygons, but with a normal map applied.
Example 2. The black lines are the outlines of the polygons, and you can clearly see that the normal map is adding a great deal more detail, without the need for more geometry.
Example 3. The first model is only geometry. The second is the same geometry but with smoothed normals (Does not effect the number of polygons, only their shading). The third Is the same geometry, but with a normal map and smoothing applied. The fourth is the same as the third, but with a diffuse (color) map (It also looks like it may have bump/gloss/spec mapping, but I don’t want to complicate things too much right now).
2. A ‘normal’ (As in a regular image, such as one you’d find on the internet, don’t get confused with normal maps/textures) is typically saved in 8 bit (per color channel) format. HDRIs (High Dynamic Range Image) are saved in 32 bit (per color channel) format, meaning that the images capable of storing a much wider array of brightness and color data. HDR photographs are typically made by taking a photo at several different exposures, then combining those photos into a single 32bit image file in Photoshop afterwards. Most 3d software is also capable of creating 32 bit renders of 3d scenes.
HDRI maps (such as the ones you find on 3docean) are typically used as ‘backgrounds’ in 3d scenes, as they are great for storing accurate and realistic lighting data as opposed to, for example, an 8-bit/channel JPEG image.
3. Photoshop? Remember that most all color/bump/normal/etc maps are just 8 bit images.
4. Photoshop again. Though for normal or displacement mapping it is sort of useless. You’ll need to ‘bake’ those maps in a 3d software.
5. It’s irrelevant. CG textures are not going to be printed, so the only thing that matters is the actual resolution (in pixels).