Hi there! I'm creatimg modular soviet administrative building. I prefere the FTN technique to make the smooth convex and concave edges. And the question I faced with is the bevel width. Some big values looks ugli for me. But some small values are visible in very few lighting conditions. So I thought to ask someone's…
Problem: Our hardware is really starting to show its age. Devs are complaining that they are tired of dealing with the bottle necks and are considering ... gasp releasing games on the PC again!? What do we do...? Resulting Brainstorming Session: Relax, I've got it all figured out. We copy the wii's success from 4 years…
Thanks Snight! Here are the flats. Some parts are symmetrical and i must say i didn't do a very optimized UV for a game model. Too many rectangular and T uv isles, and a dirty uv :( Being a personal work and done just for fun, that minor aspect is something that does not matter at all, and it's because we can bake all the…
This sounds like it could be a lot of fun if there are
enough entries. The best thing about those past competitions was seeing the
sheer volume of work being done in a collective sense. (but even without the
domwar numbers, could still be fun!) I would agree that having some set limits would be a good
idea, whatever they…
Hey just so you guys know I'm kinda new to this whole shader coding thing and coding in general. Anyways i have this plan to make a viva pinata style shader. The only problem I have at the moment is the shader doesn't seem to take any lighting information from the scene.example. The fur looks cool but as I said the fur…
Kotaku aren't reporting on it, interestingly enough. Would be fun to see the torrent 'kotaku'd' lol. (For those who don't know kotaku often crashes peoples blogs if they feature fan art or whatever due to the ridiculously large volume of traffic). Would be a pretty damn big problem if 300,000 seeders suddenly sat on the…