Here's an idea, a One vs. All Gametype. In a map with dozens -hundreds(if possible) NPCs. Street map with crowded ped traffic. The 'One' would have to blend in with the NPCs -a hide in plane site type stealth. Players would spawn with a random Mesh. One of the All is the Hit. He and the rest of the All do not know whom the…
yeah spore is pretty fun :) need some more buddies though!!!!! I enjoy getting all the random creatures, but would like to share and do some "buddy only content" sometime. name is TheViciousMoose, think you have to add buddies on the website! so far all ive seen from polycount is Zromm? can we make groups? Polycount…
There are additional features in dx10 but it's mostly just a stricter standard for hardware vendors to comply with. No legacy hw support, everything is shaders, etc. But the general marketing pitch from developers seems to be "Hey our engine uses dx10! We are hot shit and our graphics are better." which I've never really…
Hey, I am working on a basic endless racing game. I have managed to make the platform move behind the car and now I want to spawn some buildings next to this platform and I want them to move behind with the main platform as well. Some of the Issues/ doubts the I have are mentioned below 1- I want the meshes to avoid any…
I use it basically only for baking and I often reimport things (the normal way - non quick load) From time to time (every 5-10 imports), some random submeshes do lose their position and go to a seemingly random position (Looks like they somehow get centered towards the parents pivot), both for highpoly and lowpoly, mostly…
Hey, the 55th street seems like a collection of random props, when creating a small diorama you need add some level of story telling. I see snow and a anarchism sign but the rest seems kind of random. You also need to make the overall silhouette more interesting. It would also help of you would play around more with your…
m4dcow: The version is Maya 2014 Service Pack 2. Theres no projection, its already been unwrapped. Right now i'm combing meshes into one. One of the purposes for this is to optimize lightmaps. In the separate meshes sometimes the lightmaps have been named differently for whatever reason i.e. (lightmap, LightMapUV). So if…
I actually kind of disagree with that to an extent. While I do agree that daily practice *is* necessary, I also think that brute-forcing it doesn't really help. That one last figure drawing will not help much if there is no paradigm shift in its approach compared to the previous ones ... That's also why I don't see much…
I agree with wood looking a little too desaturated. I'll run a fix when I can. Thanks for the tip. The wood is built primarily through a sculpt, not through substance noise. I basically used a base color, then blended it with a curvature map running through a blend node. I then added some random noise to get variation.…
Use something like photobucket to host an image. From what I can see though I am guessing you followed the hard surface metal texturing tutorial in the polywiki? First off are you scratches on the handle. They go all the way around pretty much at the same consistency. Look at the handle and think where the hand would wear…