Personally, I think frontpaging that thread was a little mean, or at least unnecessary. But you can't expect polycount to be a sterile place for posting work, and for nothing else. If you want that, post to instagram or something. Polycount is a community, and communities are social.
Good visuals mean that the game is being properly communicated to the user. "Properly communicated" means you can see what you need to see. It doesn't mean 50000 poly characters with normalmaps and 750 line material shaders.
Hello dear and respected community, I overcome the fear I feel for the art quality in this community and finally I dare to show some of my work here before I claim it's done. As I know nothing about lighting I used the default start scene of UDK engine to take the pics. All coments, critics and bashing are WELCOME.
Of course i submit it, I'm ineligible but I want to share it ^^ On the question thread one dev say if the community like one set, he can pass on the workshop after so I will take my chance with the community.
At least Valve answered all the important questions this time, they delivered communication at last! Thank you so much Anuxi, I appreciate your effort to help our workshop community. <3 Spirits up now guys!
This looks nice so far. What's the story you're trying to communicate here? It helps to have a plan for what the scene is meant to tell to the viewer, this will help you decide what to include and what to exclude, and when to stop working on it. Is this maybe about depression or isolation? Give us more information by…
Hello and greetings to all, Today is April 1st, 2018, which is exactly 20 years since we pushed the button to open this place. 20 years. It's hard for me to wrap my head around that. It's been so long and so much has come through the front doors of Polycount. What started as a simple tutorial website for Quake 2 models has…
@polygons: With all due respect, no-one seems to be saying that bugs take a very long time to fix. They are, however, pointing out that deliberate design decisions take a long time (& generally a large amount of community outrage) to change. Right-click select is backward when taken in context of pretty much every other…
you can create a blend mask at the first spine joint so that everything below it is ignored Blend Masks and Blend Profiles in Unreal Engine | Unreal Engine 5.4 Documentation | Epic Developer Community (epicgames.com) alternatively you can also edit the animation in your 3d program to remove the stand up portion as well
Hello everyone! I've resolved to try and improve my 3d skills (specifically in character modeling) and be more active in the online community. I'd appreciate any critique, advice, and feedback anyone has. The first thing I've started working on is Valentine. The most recently revealed character from Skullgirls. and here is…