So the basic idea is, this is an old-style RV thats been retro-fitted to use Hover technology. The model is going to be for a game I'm working on with a friend of mine. The game itself is going to be similar to the Twisted Metal series. This bad mutha is piloted by 2 of the evilest old people you can imagine. I plan to add…
I pursposely avoided this game since it was released as I swore I would never pay monthly fees to play an online game. Well after a few years of talking co-workers into joining the Battlefield series bandwagon (and having countless hours of fun) reading the posts on Polycount regarding W.O.W. fun, I finally gave in and let…
Junior Artist (OldSchool RuneScape) This role is ideal for anyone who’s fanatical about Old School Runescape and has an artistic side. We’re looking for someone that lives, breathes and loves the Old School iteration of your favorite game and is a dab hand with the pixels. You’ll be key to the creation and maintenance of…
This probably is better on like GameDev, but since I'm not a programmer, I thought someone could point me to the right area here. For optimization purposes, most Prefabs in our game are being baked into a static mesh. Each mesh in the original Prefab had its own LODs. The final static mesh combines all these LODS so you…
Thanks for the replies. I'll test out the preserve UVs and going to a new editablePoly instead of reverting back to the old one. The main reason I needed this info now though is because this model I'm working on will need 2 or 3 LODs and going back to edit it and having to completely re-UV it each time a new LOD is…
I'm having some weird issue with exporting my 3ds max LOD setup to UDK. I have the asset set up with the LOD utility in 3ds max and everything works smoothly until I export it as .fbx and then import it in UDK. I can get the object with it LODs but the problem comes when I start to realize that the LOD order seems to be…
Thanks Eric Now GPT finds this exact thread, gives an exact link and says "no , no such thing possible and I did hallucinated" Thats funny . I asked it if any new cool vector spline based tools surfaced a while ago , whats new in vector editors in general and if something close to old Expression software "skeletal strokes"…
I never worked for vfx but my understanding that in vfx it's mostly just subdiv modelling . more subdivided models at close vs less at distance. And rather proxy shapes in place of hires meshes in a viewport. In games LODs are critical part of rendering pipeline and main part of optimization for better frame-rate.…
Been trying to figure out something for awhile now. Since normal rendering is the result of model surface normals co-inciding with normal map data burned from a high rez mesh into the normal map, LOD meshes present a problem. When the game switches from LOD-0 to LOD-1, the reduced polygonal data of the LOD-1 mesh will no…