Hey hey Sett, that car rocks ! I loved in the tunnels! >_< ;; (Sqeals in joy) The pulling of the 360's and 180's were hella fun! But I did notice something very odd when you get into the city itself. It lags! it felt like a blew the tires and hit gravel. and I accidently drove into one the buildings, couldn't get out ! LOL…
I got a macbook pro for about 1800 refurb'd, never had any issues with it. I just really couldn't get used to the mac tho.. I ended up purchasing a Toshiba Tecra m7 Tablet PC 2 ghz Core 2 Duo , with 2 gig of Ram and a 256 Quadro vid card for 1700 Runs great and can play games too boot. I love it, it was this or a Wacom…
I saw these first GUI images on gamer.nl http://www.xboxarena.nl/images/screenshots/xbox2mainscreen_01.jpg http://www.xboxarena.nl/images/screenshots/xbox2mainscreen_02.jpg http://www.xboxarena.nl/images/screenshots/xbox2mainscreen_03.jpg http://www.xboxarena.nl/images/screenshots/xbox2mainscreen_04.jpg They had also…
Eek! A lot of replies =) , thanks everyone! I've been trying a variety of techniques, it depends on what kind of rocks you want of course. Usually I create a tiling texture by baking out a sculpted mesh or even use crazybump for it, combined with a normal map painted by hand to get better geometry feeling and less…
so I did several searches on google and the best tutorial I came up with was one using CS R2. http://www.3dlinks.com/LinkSender3.cfm?ID=2588 I was really excited until I discovered that they got rid of the IK panel in CS 4 so I can't do the IK blending like the tutorial suggests. I can get feet to anchor perfectly, but I…
Thanks for feedback everyone, we're happy you like it! b1ll hey Ben, thanks for contributing to our project! attattattack again to avoid confusion, must state that is not my personal artwork (though there I did some art that isn't shown here) my role in this is mostly QA and art direction, in order to fit multiple artists…
You could maybe check out DH's AOE3 work here - http://www.horribledeath.com/2d3d.htm He has wireframes and flats on there... looks like under 500 polys, and a 256x256 texture for buildings, on average. Certainly not anything above 512x512.
cholden, am I missing something? how are you going to map the UVs onto the texture sheet and make them only tile one section of it? for instance, if he puts bricks in a little 256x section of the texture sheet like you're suggesting, how does he make bricks tile across the whole wall?
vig: mmm could be a waste...i mean i could just make a little corner on my tpage and have that brown metal with scratches look and just put all the legs and stuff there, but i figured i had the space and everything so why not. eq: lol vrav: i know what you mean :) thanks rasmus, your tunnel environment is very enjoyable to…
512x512 isn't bad for your portfolio, as you want to show off your texturing skills. But depending on the game the amount of texture space you should use for that varies wildly. If it was a player-held prop, like say a third person game where you can beat people with it or throw it, 512x512 would be okay. If it's just…