hehe, an easier way to get rid of vertex color info is to go to tools > channel info, right click on vertex color, usually called 0:vc, and select clear.
Hi! I'd note that some edges on the finished asset look quite sharp. I would make sure the highpolys' bevels are wide enough so they read nicely at the intended viewing distance (first person, third person, top down?) and show up in the normal map at the targeted resolution. Based on those aspects you sometimes might have…
I thought after GDC we'd be hearing more about this game. I've been dying for info after seeing some of the enticing concept art. Screenshots: http://media.xbox360.ign.com/media/949/949455/imgs_1.html The media blackout's killing me! Anyone with more info about this?
* 3ds Max preferred * low-mid poly models (4-6k) * diffuse / normal /specular textures * we will provide concept art * quick turnaround For more info, please send samples to: info@LazarettoGame.com Thanks!
Hi all, Here is a microtalk with Info on what to do at GDC2020 for networking, job hunting, game pitching and so on. It also has some basic insider info learned over the years, watch it now: https://www.youtube.com/watch?v=-VLjtU6-Sas
I've just ordered an Atomiswave kit and am looking for info on the best supergun to purchase along with it. Does anyone on these boards get into this stuff? My only choice atm seems to be the mas systems supernova kit. any other info is appreciated. thanks!
Hey Perna, I don't print out any instruction count info at the moment. But I believe I could do this. At least in DX11 mode. Not sure if the info is available in OpenGL.
Some info in here. Why you should NOT use 3ds Max's normal-map bakes in games! Eventually I'd like to condense the info into here. http://wiki.polycount.net/Normal_Map#TangentBasis