hi there right to the problem : i was trying to bake my normal and ran into some troubles. here´s what it looks like 1. highpoly with supportedges 2. "lowpoly" (not really the low poly, more the base i was going to reduce) 3. normal bake with xnormal, standard settings (i didnt bother to post all the 200000 failbakes i…
Hey guys, I just updated the engine to 4.6 and now when I use the console to take a HighResShot, I have the normal message that it has been stored in the normal normal Saved>Screenshots folder, but this folder doesn't exist, and the screenshot is nowhere on my PC. Everytime I take a new screen it has the same 00000.png…
nobine hers some Yin Yang http://www.gamespot.com/articles/pewdiepie-becomes-first-youtuber-to-surpass-10-bil/1100-6430360/ what makes profit is what is nice /has value to people. spending 200000 $ for an art collection has value spending 20 $ on an wheel of some sort has value go to an culture who hasnt invented the wheel…
Just to clarify I do not want to bake vertex colors to a texture. I want to bake passes like AO and Curvature to the Vertex Color. So the Red of the Vertex Colors could be AO and the Green of the Vertex Colors Curvature and B and A for something else. I found a Blender plugin but it still needs a UV for the baking process…
Seriously, I think I've watched 30 plus large and small tutorials, read tons of info on it. And I just can't do it. I've tried multiple approaches, at one point literally did the same thing from a tutorial (with the exception of a custom model) and my results always end up like shit. I get the high poly: Get the low poly:…
well i have an i7 2600k and it seems to be very fast in realflow i can simulate 200 frames of a pretty "intense" 1000000 particle simulation in about an hour and the time to mesh it is about half that depending on the final quality you are going for. and if that still aint quick enough you can get one of the new lga 2011…
The style would be done by the painting technique. You can have realistic looking planes, but also very stylized ones. http://cghub.com/files/Image/004001-005000/4485/944_large.jpg http://fc02.deviantart.net/fs71/f/2009/341/0/8/Bike_Girl_by_alienfetus.jpg (the forehead/temples, you could use some alphamapping as well)…
yeah... those things are fucking insane. Probably the most challenging enemies in the game for me. There are a few moments where there are 2 sets of 2 back to back, where you really have to push to be perfect.... or lucky :) After their introduction, they keep getting faster and doing more damage. Later there are uber…
Saw my map on the Make Something Unreal contestants page and i'm pretty stoked about it :D ! Here's a screenshot: Although i'm pretty happy with the art, the meat and potatoes of this map are in the gameplay tweaks (all done with kismet so you can easily take a peak), it's kinda like an RPG/ FPS/ capture the flag hybrid.…
regarding the Bite/infection discussion : I think they're pushing aside the "bite from zombie > become zombie" concept. It seems to me that the reason chopping off the leg would help and the reason that they're checking for scratches is infection. The only way to become a zombie is to die - and the bites/scratches are kind…