Here is a base outline of my bar with the low poly models in place and some stand in models as i work on textures. [IMG]http://www.polycount.com/forum/<a href="http://imgur.com/fOoVTVw"><img src="<a href=http://i.imgur.com/fOoVTVw.jpg" target=_blank>http://i.imgur.com/fOoVTVw.jpg"</a> title="source: imgur.com" /></a>[/IMG]…
Sectaurs: you're right, it's still in concept. I need to prove to myself I can write at least a certain number of these before I tackle an art style. It's coming together though, and has to be something I can do really fast. Most of these are drawn in no more than a few minutes. Maybe after 100. Makkon: some people arent…
[ QUOTE ] [ QUOTE ] The difference is, Comedy Central doesn't pretend to be real news. [/ QUOTE ] True those shows are satires but their biases are still very apparent in who they are targeting. Even if they are not "pretending to be real news" the messages they are trying to convey are just as politcally rooted as Foxs.…
I saw this on the news a couple of hours ago, and I posted about it on another forum. It's blatantly obvious that their only purpose for creating this game is to gain publicity (and sales) by generating controversy. [ QUOTE ] But even worse is this: http://news.bbc.co.uk/1/hi/technology/4022147.stm [/ QUOTE ] Hmmm...…
I've tried morph targets before and I don't recommend it. It's hard to avoid oddities from the morph target fighting with the bone weighting. Since you have to weight the cloth to bones anyway so that it moves properly with your character to begin with. I recommend bones as well but make sure you speak with your animation…
Fuse just listed pretty much what I am missing when it comes to modelling. The things I can't model quickly without are universal "Connect" (plus connect-2 and connect-3 to quickly insert 2/3 edges into a selection), universal Collapse, and a toggleable system of working in highpoly (High Quality Preview in Maya is…
When I was working on my UC entry I tried to figure out how Epic did their skymaps and why they did it that way. I know now how but not entirely why since there is a bit of waste UV wise. They could be used as reflection maps, but a proper cubemap would be a better option due to it actually having a ground in the map.…
Hey folks! For a Masters degree in games design and modeling I'm doing a project involving a "Custom character system" for the UDK which I want to share and would like your opinions on. I've come up with a 'workflow' which could be used that goes from stage 1 modeling to the final result in engine. I just want to show some…
@Kanni3d is it common to have maximum triangles amount in asset specification? I understand that sometimes an additional 20% of triangles can make the model look much better but still probably there should be some target tris count (maybe +/- 10%) otherwise something that in artists' opinion is low poly might appear mid…
Yea this is entirely possible. Like commander_keen said...target platform is important..but I'm just going to assume you are looking to target PC. Unitys terrain tools are pretty easy to use..once again, like commander_keen said, the terrain can do a decent job of loding/culling. Really...you don't need to be worrying…