DX11 mode is on but its not the latest version.Later I'll try it with the latest UDK, I just need to download it. I also made an IBL mat a few weeks ago and mine can work with "pre-made" cubemaps ( you import the sharp and the pre-blurred cubemaps) and it can use real time cubemap actors with real time blur that is similar…
I ended up picking up some extra cash and going for the i7, even though many people have told me that hyperthreading isn't used by many applications. I just have a hard time believing that hyperthreading wouldn't help at all, and it sounds like you're running the same intensity of programs I'm planning on using so even…
frell - Thanks man and yup the low poly you see there is the retopo. daphz - Thanks and yea I struggled with the sculpt.Hows the job man?!?!!? Juicepirate - Just over 1800 polys.Think I did good,the limit was 3750 polys/7500 tris. Torch - Thanks,good luck on applying man!Your entry is looking top notch!
I see what you mean. So you mean using the uniquely sculpted rock break it into pieces, uv it... and then use a tilable diffuse/normal/spec for the rock? So just screw the uniqueness in order to have something that would be actually done in a industry workflow? Do i get you right? Iam aware that in a production pipeline…
pretty cool looking piece man. Although 3500 polys for a small static mesh like this in a current gen environment would probably be way too much for a low poly version. Try to bake those nice details onto a version with say like, 500 - 750 or so tris and you'll be good. Or just delete unnecessary edge loops, etc. Also, on…
More updates! We finally finished Carty the Courier for DOTACinema, it was great working along side of Bounch and Danidem. We gave Carty a unique version for both the radiant and dire versions, and even some unique animations as well. I also did the animations for a ward Plant created based on Visage. It was such an…
I made a script for edge smoothing (rather than modo's awful smoothing group implementation). Still has limitations (you have to update the smoothing after any modelling action because the normals remain locked in object space, working on a way around that just now) but it makes working with it much easier.…
Alright, so I finally got a little time to composite everything together. Tried to keep the lighting and rendering close as i could to the game. Hope everyone likes it :) https://vimeo.com/75782441 [ame=" https://www.youtube.com/watch?v=gXj_KipDVNo"]Bounty Hunter Taunt [/ame]
Hi. If you feel the need to do some custom processing per pixel on a layer in GIMP, you can write a script based on this template: http://pasteall.org/75873/python