In contrast I do not know anyone that plays their console on a computer monitor on a regular basis. Most popular is a 720p 32 inch LCD tv, followed by 42" and 50" plasmas that are evenly distributed between 720 and 1080p with a couple of people still hanging on to their old CRT tv´s and using Scart connectors for 480p…
That gives me an idea :poly123: No, let's be serious: Actually the first version of the effect I created was red/green-ish and therefore a lot closer to the original, using the colours of the default rot and the dismember blood effect. It looked pretty sick (literally). We changed it later on because SUNSFan and Neil…
Well, for one they've confirmed it's 3D, but here's why it makes sense: -Arcsys games have always used 3D models, just indirectly until now. They create all characters in 3D, animate and render them and then have pixel artists go over the result (similar to what KOF 12 and 13 do). Throughout the games they've perfected the…
Loved the sale, picked up the UDK terrain vid, Vertex Blending one and this modular building one. Just watched the modular building vid and man I wish I had this vid when I was trying to learn to do modular stuff in school. Would have made things so much simpler. The video was great, covered the material extremely well and…
The End of Art: An Argument Against Image AIs https://www.youtube.com/watch?v=tjSxFAGP9Ss No amount of truth will seem to sway fans like Tiles, but the arguments and answers posted in this video were impressive to me.
An update: We've moved on from fixing bugs on the site - or the ones we know about as we're sure you guys will let us know of any that we've missed - to testing out database migration (we're moving from .net to .com!). If the tests pass, then we're going to be moving forward and launching the site. (That's not a typo, I…
the "middle eastern city street" shot would be kick ass if you completed it. i like how you started to sag the buildings showing some weight. just try to do it in a way that is realistic. look at how buildings sag under their own weight over time and try to mimic that. there is potential for a lot of color in this shot…
I love it, nice work! There is one thing that bugs me, the roof tiles don't sag with the rest of the roof, that should be a simple UV tweak, you might need to cut in a few edges so it can sag appropriately but it shouldn't fubar anything. Other than that, that scene is awesome looking! EDIT: It would be great to see some…
Generally this is two part. First off, is matching the shader model and texture inputs that your engine uses. Do you use gloss or roughness? If roughness where black = most glossy and white = most rough, hit the invert check in the gloss map box. Do you use specular or metalness? If metalness, swap the reflectivity module…
hey folks, Thanks very much for the crits, I think that they will all be acted upon....the helmet was really rushed out just to hit a date I needed her for (had to hit a deadline is probably the "dog ate it" excuse of the CG world but i'm sticking to it ) so it will be either revised or scrapped. Alberto Rdrgz : thank you…