Hi everyone! I'm Johnathon Goswick, a product designer based in Bentonville Arkansas (Walmart Country). I have worked as a Store Display Artist/Product Designer for the past 4 years, and am hoping one day to work for a game company! With that all said, I would like this piece to be my portfolio "Hero" piece, so to speak. I…
Hi I have right nw a very heavy polygon intensive model with severall subparts , is there any way to keep working on id reducing the delay lag time I have every time I make a modification? is putting all subtools that I am not working on in the moment to lowest subdivision or hide them really usefull? are there other…
W huh... weird never thought of doing that. I guess that would make changing both pieces slightly easier. That way you don't have to jocky pieces off to the left/right and back again for changes, then back again for rendering Interesting tip I think I'll start using that!
Actually, I read you can hog tie people and put them on rail road tracks. If you can tie up animals, then chances are you can tie up a bear (if they exist in game) and put it on a horse. Though think about how fun it'd be to chuck an angry, tied up bear into a bar. Damn.
Hey all, I've been building a few scenes in UDK, just to get to grips with the engine, and I've hit a snag. This is my concept art: And this is what I attempted to do for the forest: Only it's taking a ridiculously long time to build the lighting. Does anyone have any ideas as to how I could create an entire, non-intensive…
Hey guys, I know that's a big question concerning an overall optimization for a VR PC project, and I know it needs time in order to get it done. But I would really like to know from people who previously had this experience. What should I take into consideration when optimizing a VR game for PC regarding art assets and VFX…