thanks for suggesting that, we've added it to the planning :) right now though, we want to maximize quality before we go full all-platform, if you know what I mean. But the suggestion is very much appreciated and noted, thanks :) I also have a shoutout to the community: We need another indie game of the week! last week…
Hello @devonChiu I really appreciate you took the time to read all the mess I had posted here, it's huge as it has been posted time after time during the development. yes I feel disheartened because first, this forum isn't the best place to share with the community, and in second hand, I feel a bit like the community want…
Hey, guys. Will be quick as I have a train to be caught. Turned out getting that flat was a bit more difficult than I thought. The agent told me honestly that he didn't think the application would go through, since I have just moved here. I don't even have my contract signed yet, since I don't have an address, a bank…
Ok, thanks for the replies guys. I was able to eliminate one of the N-gons on the arm by adding another edge loop. I did so becuase the upper arm is supposed to be a bit wide. I eliminated aswell several edges around the model freeing up lots of polys, yay! Im working symmetrical on the arms and now on the legs. The torso…
Hey EQ I agree with you : PC's strength is the community and the constructive criticism, and this need to stay as it is (as opposed to the fanboy posts often seen on DA or CGHub) However! there is a few things we could do to make PC more accessible to viewers, as it is still very cryptic honestly. Thumbnails for instance…
Thanks to your reply; it was the bevel modifier. After removing and adding some bevels, nasty lines disappeared. Guess I have to be more carefull with them. Thanks to your suggestions, it helped!
So I was having the issue with my old power supply & GPU, so I decided to upgrade both and hope to resolve the issue and still had the crashes. I've also replaced the ram from my old computer which worked fine but has not made any difference either.
Hello again Polycount :) So over the past two weeks I have been learning as much as I can about rocks, never made them before and to be honest I knew there is an art to them (love looking through the Rawk thread here in Polycount, and after working on my own, I take hat off to you guys), I just didnt realise just how much…
Yeah, the silhouette should give a good definition of what you are looking at. I think in Zbrush there is actually a material you can use that blackens the tool completely so you can observe only the silhouette. Keeping focus on the silhouette as you spin around from all angles is going to ensure you've got the thing…
Firstly, post wires. While soft normals and smoothing groups look nice and pretty visually, physics relies both on raw vertex density and CORRECT triangulation. [EDIT: OH CHRIST I GOT THE BOTTOM PICTURES IN THE WRONG ORDER] As you can see, reversing the triangulation has a MASSIVE effect on what the physics engine has to…