Hi everyone! In my down time I'm currently working on a little stylized project of mine called 'Hedgewitch.' I'm pretty noob when it comes to developing in an engine so while I'm approaching this with the idea that it would be a playable game, in reality it'll probably just end with me throwing the assets into Unreal and…
@greevar i understand your view and well... disagree. But I could agree if not for some logical holes that after my post have no desire to argue with you, cause this is like arguing abortion. Hearing it from Neil Gaiman I totally agree. He gets it and it works for him and it possibly could work for so many others. BUT…
Autodesk offers everything they have for free for students to learn. Use Mudbox instead of Zbrush until you can get Zbrush. Use GIMP instead of Photoshop. Shit, I think you can download CS2 or CS3 completely free from Adobe. Google it. Yes it's good enough for 3D texturing. I'm about an hour north of you. Brampton is like…
Sorry if this topic is in the wrong place, but I have a question about game credits for those with some experience. I'm working on my first indie title at the moment and through a series of crazy events I am in a leadership role even though it's my first project. This is my question for you guys: When making game credits…
hi all, (Eng is not my 1st lang). my question is how a high graphic game can give me 35-40 FPS on my gpu, while another game (a game with really small map/level and not high on polygon) can't even reach 25 FPS even with low setting !? how the game developers are doing this? is it a smart game build vs fast build? or…
ookay, some of you are ready aware of it but I started a tutorial on how I put my character into doom3, calculated the normal maps with the d3 engines and such. so there we go, part 1 : setting up and creating normal maps for your model (character or not) for doom3 <u>Introduction: </u> Welcome in my first tutorial ever.…