Haiasi, Emil and myself, along with a few other PCers are getting together tonight for a random sketch jam somewhere (probably a starbucks or something). Thinking maybe 9.30, give or take. Haven't settled on an exact location, but it'll be around the vicinity of O'Farrel and Mason. Message Haiasi or myself (+65 9623 0008 )…
This website really helped me out finding my direction and whatever I need to learn. There are advance books of it as well, if you need them. http://www.gamedev.net/reference/list.asp?categoryid=65 http://www.worldofleveldesign.com/ This is just me surfing through..I'll wait for someone to post a bit more legit link.
http://www.blendernation.com/2012/12/12/blender-2-65-poster/ How awesome is this!!! Hopefully he does it for every trunk release. Very purdy. The one in User Preferences>System. In the middle of the panel, at the bottom. You're supposed to be able to increase that to as much RAM as you have to load more video into RAM etc.
I remembered this from our old project. Man, the new verision in UDK is quite a bit sharper than this but at the time, this was pretty kickin in UT2k4 when we did the test runs. got roughly 65-75 fps on a 128 mb Nvidia agp. on the old 600 PIII. Man this takes me back.
Model...texture is at like 65%. I'd like some general crit, especially on the color scheme...I think it's pretty awful. I want to keep the piece somewhat cute since it's of and for my girlfriend who has been asking me to do a model of her. 2500 tri's 512x512 texture. Thanks for looking!
so far you are getting there. you have highlights on the edges of the bevels which are looking about 65% there. as the previous person said, the surface of the stone is looking kinda flat... the information presented with the usage of the cloud filter lends it to believe that the surface may be uneven. You can accent this…
That works as a starting base, but max likes to reset the viewport value if you switch the view. I only use one viewport and switch to whatever view I need at the time. So if I'm using 65 FOV in perspective and switch to Left view to change one thing and go back to perspective, the FOV resets to 45. Kind of lame.
looking really nice, material definitions seems good and details are nice. Only critique so far is that the cloth seems to have a little to much spec for the amount of dirt and wear it has, try between 40-65 sRGB for non metal specular. Could also use a falloff when it reaches the end of the barrel as it abruptly stops.
There are some things that could be improved on that i can think of now: Text chat in the lobby, plus chat log FOV options, people are getting sea sick with the 65 fov. oh and I would add the 18 player limit is pretty much perfect, it works exremely well, perfect for these maps, and i played a lot of games.
like kaburan said, maintaining pixel density is key. Sometimes if you find youself with too much uv space but no way to fit it, add another object with a similar texture. to that same uv. I find myself doing that a lot for uvs that end up with only 65-75% space filled. many games also do that to maximize uv space.