Not sure your going to read this but anyway.... I wasn't trying to bait you, I was just asking why you would want to play this game. I'm not demonising you, and if you think I am I apologise. We are different types of people and that's fine. I called Manhunt interesting from a creation point of view , it's conception is…
They are modeled, super low poly (50-60 tris per room) with alpha test billboard chairs, plants, water coolers and really basically modeled desks and cubicals using the same textures on the walls. They're also completely unlit and I've painted some lighting into the wall, ceiling and floor textures The ones around it are…
I did some digging around today and found out some more stuff. There are two versions of each character - a high version and a low one (not a LOD of the high btw, it's got its own QC file to compile from). I think you're posting the LODs from the high one where they're too far away to warrant using the eye shader and also…
Hello, My name is Sean Howard and I am an Indie Board Game Designer with Intermediate experience in vector graphics, photoshop, etc. What I need is something beyond my capabilities. I am looking to create an alien world landscape on 2D tiles. Initially I was thinking about doing this landscape in Isometric, but I'm quickly…
Hey guys, So recently I’ve worked on an eat3d tutorial for Mech sculpting. Where in the last character the focus was getting a fusion between organic and mechanical, I was trying to keep the design of this completely mechanical. For the design, it was heavily influenced by the Marine and Firebat from Starcraft 2. The model…
Hey Thought I'd share something I ended up making in preparation for some aircraft panel work - a Master Material that handles the base material (painted metal), tiling panel patterns, and Vertex Color-based damage. ArtStation Getting this working was less fuss, and took fewer iterations than I expected. It all just…
Hi all! I have been modding starcraft 2 recently and I have decided to make "small" :poly121:video tutorial where I show my process of doing one lowpoly asset from scratch. About 6 hours of video. I am discussing : Base mesh modeling Highpoly sculpting Retopology Smoothing groups Unwrapping Three examples of baking…
Funny that you say this. The only console I've ever owned was a Wii and it has loads of titles that run at 60 fps, and low framerates are a big reason why I avoid most consoles. I'll probably never play any of your studio's more recent games until the PC has a PS3 emulator that works well because I just don't find a third…
Can't say I can tell what I'm looking at. This an airline interior? Cause the concept somewhat has that vibe, yet your environment doesn't. The key to make that work would be to make the walkway down the middle have airline standards. Lighting and treatment, doubt it'd ever be marble (too heavy). Google "luxury airline…
Now that's some deep investigation ! Very cool that you've narrowed things down that way. Now ... at the risk of sounding like a broken record, I would still encourage you to test things further on something that looks more like an *actual* prop for your project. The fact that you manged to get rid of these artefacts on…