Oh god I just threw up in my mouth a little bit. It's almost 6k tris?!?!?!?! That's as much as a character in a lot of games. In my opinion the asset is just way too small to be that high. You really need to try to get it to maybe 800(which is still a lot for something that big) tris or less with a 512x512 texture. I'm…
Hey everyone! I've been browsing this forum for a while and finally decided to post some of my work. In the past I've been posting my stuff on Tumblr and Deviant Art but haven't received any criticism so I'm looking to get any comments or critiques you have for me. My resolution for this year is to do one model a day so I…
"Some said this day would never come, what are they to say now?" http://www.vg247.com/2011/05/24/hell-freezes-pigs-fly-duke-nukem-forever-goes-gold/ And just to recap, a list of whats happened sense DNF was announced (slightly out of date): http://duke.a-13.net/ Some highlights include: * Every peer to peer file sharing…
Sorry if this might be something very simple, but I'm interested how do people go on about creating something that is very big? To give more info I'm having a deep(around 2 km) valley with mountains( at least 4 kms) or huge chamber in mind (400 m * 800 m). When I try to make such objects (just block up, so literally planes…
Most tutorials for the Source Engine were hosted on the Facepunch forums which no longer exist. The rest are either part of the Valve Developer Community Wiki or as steam community guides for various source games. Namely Garrys Mod and Source Filmmaker. To save you some time here's some mandatory resources. You'll need…
Decided to work on things i know i'm going to need while i work the blockout. Will have an updated block out in engine later today. Hopefully a short video of the run around in it so you guys can let me know how the scale feels: :D PIPES! 800 Tris between the T pipe, Straight pipe and L pipe. 2K Diffuse (may be reduced).…
Hey guys, Took aaaaaages, but finally I've baked the high poly to the low mesh. Here's a few marmoset pics (just the normal map atm). There's still a lot of errors that need fixing, and I still need to add the ammo belts (baked those separately). Currently at just over 80k tris. Just working on the ID map for quixel atm…
It doesn't crash for me, but there is about a 4 second system freeze when I run the script. Adding the 3rd line isn't causing the slow down. I can add 10 lines quickly, it's right after it draws the scrollbar that the freeze happens. I'm not sure this is the right place to use multithreading. Even the regular 3ds Max UI is…
xChris: Hey no prob, ask away! :D There wasn't a hard polycount number set, I had to adapt depending on what type of model. For example the London Monitor is pretty much by himself in an arena so I could give about 35k polys. Things that would only be in cutscenes could be pretty high. Weapons have to work in pretty much…
nice enviro coming up :) It feels a bit chaotic imo. The usual mistake that I seem to notice in natural enviros is the logic of assets' placement. I would place grass/shrubs around stones and trees first of all; smaller stones around bigger ones etc. Same goes for vegetations looking better if places more along those…