If you are going artwise and Isometrics, you should look in to warcraft 1 and 2, starcraft, C&C RedAlert1 and 2, C&C Tiberium Suns + Expension. Also observe the following online mmorpgs on the following website: http://us.91.com/ Others that are not on site are: Dragon Raja, Diablo 1. Also the non Isometric ones. FPS: Doom…
I've turned on the mods onthe server. this means among other things, the server map is working again: mc.polycount.com/world the mod list is: advanced mobs [with their giants turned off] http://forums.bukkit.org/threads/fun-mech-advancedmobs-v0-3-7-mob-variants-for-your-normal-nether-and-skylands-worlds-1060.30794/ big…
Hi TruStory187, I actually work for a company that's developing an online computer game for children where the player's character (avatar) is extremely customizable. For the meshes we only use 1 body mesh with two texture variations, a boy and a girl. I'm the modeler/animator on those but we have a texture artist who did…
UDK standard material can be very easily recreated in Maya, just take a look at their UDN and CustomMaterial page, you will see they're using a basic Lambert term with a Phong additive for Specular. Transmission is also written there, which is a simple Lerp outside of your diffuse. Emissive generally speaking, is a simple…
WELCOME TO INCURSION Incursion was by no doubt, one of the most played levels in the Source Multiplayer Beta. *It had a retro and easy-to-figure out design, was pretty - and more importantly was competitively fun! We are announcing that Incursion will be making a much required return to '<em>ORION: Prelude</em>'. *We have…
The shading seems to be the easiest part, it looks like they're using more shading steps than the Guilty Gear Xrd method, which uses only 2 steps (lit or unlit). You can see it on the orange vest there how it has 4 steps, and there's some smoothing on it too? On Guilty Gear Xrd they used the step shader instruction as a…
Leaving it all in the 0-1 range used to cause shading issues in UDK3, don't know about UDK4, but mirrored UV's outside the 0-1 range seems safer, (atleast on the new engines). I tend to leave everything in the 0-1 range unless I come across an issue with baking or exporting to engine.
I searched but the term didn't get any hits... In toolUser.cfg, what do the LowResTextures and "Graphics" variables define? Graphics has a value of -1, and LowResTextures has no value associated that I can see. LowResTextures Graphics -1 Also, there is a line; SSAO 0 switching the variable to 1 does nothing. Non…
cheers but that dosnt work for me, was the first thing i tried. and im using hdr maps so ?mid grey? Ive just got it going both ways by adjusting the colourmap in max from 0-1 to -1-1, this makes it displace in both directions...... ....but... im getting billowing along the lowpoly mesh lines?
I feel that her arms face and hands need some more work. Reference will help: https://www.3d.sk/photos/search/query//thumb/small/standard/1/premium/1/category-5/21-30/category-115/Woman/category-145/White/category-169/Nude/page/1