@fleafa: awesome! thanks for liking the style dude! @popov-sm: i've always admired all of your stuff man, it's really cool of you to stop by. thanks a million! it means a lot. :D a dyrt soldier! dyrts are an extremely tough race of bipeds that live off of raw minerals decended from marsworms (a lot like earthworms but from…
That's implying that a 1 pirated copy is 1 lost sale though which is a very skewed view of it. As noted from the link i posted earlier: http://blog.wolfire.com/2010/05/Another-view-of-game-piracy @Squarepants Gabe Newell (CEO of Valve) says that piracy is a service problem more than anything…
Hi! Here are some screenshots from the current web build: What did I do since last update? Adjusted cloth skinning some (can't seem to get cloth sim to work correctly for web), added some other elements from concept, checking the concept scaled up main structure, worked on textures and materials, extended ground, added…
Lady Death Fanart Collectible: Part 7 Cuts and keys Hello guys, this is the final entry of this process, it’s a long post but maybe you can find some useful information. Cuts and keys Before explaining my process to create the separated pieces I must say that it’s mandatory to understand how scale works in Zbrush. For this…
It looks like one solution to speed up the normal map baking could be to split up the rendering into workers (duplicate actors) rendering smaller sections, parallal. From what I see, reading the huge array of pixels is the bottleneck here. This is why it gets faster when its split up into smaller sections (shorter arrays).…
in the case of the image you posted in the thread there, everything is too high for a PS1 scene in poly´s. Back then we did not focus on quads for one thing.. Not on the playstation atleast. So the arch-way would be much cruder, and the lamp posts would be 3 sided cylenders or a sprite on a plane with a camera facing…
Hi! To sacboi's point, you might want to tighten up the mesh shading of the environment using hard edges. Since it's textured using a trim atlas which was baked to a flat plane, the normal map is not compensating for any gradients in mesh shading. I would note that the of the shading of the hero asset in Unreal appears to…
It seems that your approach to trying things is flawed. Right now, your process appears to be going something like this: 1) Think of something to attempt. 2) Attempt it. 3) Show the results to others to see if you've succeeded. 4a) If they like it and tell you how great you are, go to step 5. 4b) If they don't like it and…