THE PROJECT INT is a 3D Sci-fi RPG with a strong emphasis on story, role playing, and innovative RPG features such as randomized companions. The focus is on the journey through a war-torn world with fast-paced combat against hordes of enemies. The player must accomplish quests like a traditional RPG, complete objectives,…
THE PROJECT INT is a 3D Sci-fi RPG with a strong emphasis on story, role playing, and innovative RPG features such as randomized companions. The focus is on the journey through a war-torn world with fast-paced combat against hordes of enemies. The player must accomplish quests like a traditional RPG, complete objectives,…
THE PROJECT INT is a 3D Sci-fi RPG with a strong emphasis on story, role playing, and innovative RPG features such as randomized companions. The focus is on the journey through a war-torn world with fast-paced combat against hordes of enemies. The player must accomplish quests like a traditional RPG, complete objectives,…
THE PROJECT INT is a 3D Sci-fi RPG with a strong emphasis on story, role playing, and innovative RPG features such as randomized companions. The focus is on the journey through a war-torn world with fast-paced combat against hordes of enemies. The player must accomplish quests like a traditional RPG, complete objectives,…
I do not know the pipeline for creating a 3d model, please tell me. Okay, let's say it's sub d modeling, but then how do I make a basemesh? I don't understand which polygon modeling tools to use. Please tell us what to use and where. There will be photos below this is 3d model of car,and it is not basemesh…
Hi, as I import a model into SP, I get strange artifacts on my UV Map. Looks like Substance tries to "connect" polygons separated by seams. There is nothing wron with UV map itself. Can someone tell me where to look for a problem? Thanx
So a lot of modelers on here, those learning or even working in the games industry, have a lot experience for modelling and texturing for last gen games. Which was all well and good for those consoles, and similar ideas can apply to modeling for art directed games as well as mobile stuff. But with this new generation of…
I'm running a i5-4690K, a GTX 970, and 16GB of DDR3 RAM. So I understand having to work around your computer limitations. Though I don't do character work, just environment stuff. Understand that you don't always have to have an insane polycount in Zbrush to get good bakes. It's tempting to crank up the Sub-Ds until each…
Most hardware nowadays is more limited by fillrate than by vertex counts: PS1 0.36 mil tris/sec, PS3 1200 mil tris/sec (3333 times as much) PS1 33mpix/sec, PS3 13200 mpix/sec (400 times as much) N64 0.15 mil tris/sec, Wii 50 mil tris/sec (333 times as much) N64 31mpix/sec, Wii 950 mpix/sec (30 times as much) Xbox 117 mil…