Depends. I think this is still sort of manual sorting is a remnant of forward rendering. Most of the newer engines are switching to deferred which I believe uses other sorting methods like Alpha Safe, or Dithering the alpha test. (which is generally what I believe is done in UDK). And Jonny, I believe that's the…
Hey guys, thanks for the critiques. As I said I thought 11k was too much originally. I ended up making the 11k model a bit more high poly and using that to bake normals. So it's down to 5,500 tris now. Here are the final renders in Marmoset. Wireframe and Textures can be seen on my website here:…
Mitch - just need to convert my condensed one into a pdf, that was the same comment Paul made. As far as the title/menu being centered, apparently it isn't centered when you view it in ie. In firefox its centered, in dreamweaver it's centered, but not in internet explorer. I'll check into that asap. Thanks for the input…
Model from Nightcrawler. Render by DarkAngel. Skin by myself and last uvw map from volkov for Reborn. http://moddb.com/images/cache/mods/63/631/gallery/water_28031.jpg And now something that would make Gordon Freeman jealous... It's for the mutant highjacker. Model and UVW map from Exdeath7. Skin by myself.…
I made a really quick breakdown of the presentation from my Abaddon sword here, which some people really liked. I think that the presentation is one of the most important parts of a submission, because it's the first thing that people see when browsing the Workshop. I personally like to get a render from Marmoset and paint…
his face is looing pretty good, Id stop using the default red wax matcap though if i were you, for both of our sakes! it's harder to see what you're doing while sculpting using it, and it looks nasty in renders. you can get a tonne of free ones here if you don't have any good ones:…
would you mind also uploading the texture and a screenshot of the UV layout? I'm having a hard time figuring out what is going on from that one image, especially since you say it also happens in the render Someone else might recognize it though, just isn't ringing a bell in my head this early in the day. EDIT: also, what…
I like next-gen rendering though. Not necessarily physically-based stuff but rather how many lights you can show, higher resolutions, no lightmaps, dynamic global illumination. I feel that realistic games will become very boring to do in the future. Scanned textures, super realistic shading with very little art direction…
That dog is beyond kick ass. I agree with mighty pea that you could really take down the number of pics per project, when i see the final render, a wire frame and your texture map..I think I get the a pretty comprehensive amount of info bout the project. I also wish that your site defaulted to gallery view.,,,Solid stuff…
You can use just one spline, set it to renderable in the viewport and "rectangle" instead of cylinder. Or you could apply the sweep modifier to the spline, then adjust the pivot point so it grows from the spline up, instead of the center out. Also there is a "Wall" primitive shape. Main Menu > Create > AEC Objects > Wall.…