This has been on my site for a bit now but I don't think I ever shared it here with you fine folks. The scene below was created in 3DS Max, textured with Photoshop and rendered in Unity Pro 3.4. Target platform was for web and iOS devices. Total scene was kept below 50k triangles including sideline props, lighting fx and…
Hello, I come with good news!! Thread history : http://www.polycount.com/forum/showthread.php?t=90391 The public version where you can use your own 3D model on iOS will be available on the i-store very soon!! But before I would need a few tester wishing to be part of it. Selected testers will have their 3D gallery into the…
About NiteOut We're a team with experiences developing products at Google, Uber, Stanford, Berkeley & Rhode Island School of Design who are working on a new 3D Social Network designed around night life. It's an iOS and Android app based experience. We're a couple of months away from our Public Alpha Launch, and we need a…
The ryzen hx3** / strix point or whatever they call them are surprisingly capable and have extremely fast unified memory - they're as close as you'll get to the new mac minis at about 12x12x5 cm and aren't silly money I've got a 370hx with 32gb of 8ghz ddr5 - iirc it cost around 700gbp. The gpu is somewhere between a…
Looks stunning on my iPad,very impressed. Are all of ue3 features available on the ios or is a stripped down version? The controls are pretty nice too. I just started ios development, and this is very exciting.
Finally released a video preview of the 3D folio on iOS. Give it a try! Thanks You!! :) [ame=" https://www.youtube.com/watch?v=CJdqd1y304Y"]iOS 3D Folio : "sama.van - Chronology" v 1.1.1 - YouTube[/ame]
Hello everyone, we are looking for a digital painter with a sense of color to collaborate on the development of a mobile game for iOS and Android. It is about coloring of drawn screens in Photoshop or in some other program. The result will be a graphic story / comic that will be part of our game. At the same time, we plan…
Thanks guys, yeah I'll be experimenting with some backgrounds soon. Perhaps I could go with the heavy DOF and just keep something simpler to render for the iOS version, since the iOS doesn't have as much empty space anyway.
Nope, that's not the issue. The vert is skinned, but max isassigning a value to the vert, but the value is set to -1.#IO. It's also letting us go over 1.0 for the total vert weight - I have a vert weighted 0.669, 0.402 and -1.#IO