Let's dive a bit more into space...Shots animated with akeytsu and rendered with Marmoset Toolbag (first part) & UE4 (last part) And yep it was fun to dislocate this ARC-170. More to come ! https://www.youtube.com/watch?v=6UVQ8UqMZho
miauu’s Transfer Edges version 1.2 is available. Changelog: Fixed: * Added support for 3ds Max 2020. * Fixed bug when not all edges are transfered when there are overlapped UV islands https://www.youtube.com/watch?v=Q5TReIBX7QA
30/wk for metro unlimited (unless there's a better deal out there). (edit: just found a 30-day for $112). I'm planning on 1800+/mo for everything, hopefully. I value both your opinions, they are quite helpful. :D
just an update: the low polied, uved version of this is sitting on my desktop at home, but we haven't had power for 2 days due to irene. the low is absurdly detailed and sits around 17k tris. it's just a shader demo. :)
As JFletcher asked, let this thread die. Take a look on these resources, instead. http://www.polycount.com/forum/showpost.php?p=1515379&postcount=170 EDIT: There's this tutorial too, very cool: http://www.polycount.com/forum/showthread.php?t=88799
[ QUOTE ] Dizzy: +set com_allowConsole 1 in the commandline will get rid of the CTRL+ALT. [/ QUOTE ] a Stroggos style character challenge would be cool. Or maybe take a character from Quake 1,2 or 3 and update him for Quake 4.
yeah, there's hardly anyone online, tons of servers are empty :( . http://archive.gamespy.com/stats/ 3374 players UT2004 162 players UT3 It's sad, but at least the editor and engine are helping people learn the technology for cheaper than licensing the engine :)
Hi, I was wondering how can I kill flickering reflections in my turnaround? They come from reflection pass only. I am rendering with Maya 2016 Vray 3. Clamp level and subpixels are checked. Reflection subdivs: 64. Fresnel IOR 1.2 (lowering the number helped to reduce blurriness of flickering reflections, but that's all).…
Hi everyone, I was working on a game model of King Tiger for a while so now i thought i finally got something to show :) I have pretty much finished low-poly (around 17k tris), general Normal map and occlusion component of Diffuse map. Some more damages will still be done ;)
So i Added a bit of a breakdown of the destructable building i did showing that i understand normal map generation. http://chrisredshaw.com/?portfolio=132 Is this a good presentation of the work? Im currently also working on this which will eventually make a nice edition and show some highpoly modeling skills.