Reading through this thread, gotta give huge props to teddy for the dedicated support on this brilliant product. (and even more props for having the same first name as me... way to go buddy) I noticed this bug was posted much earlier in the thread, but apparently never resolved (or if it was, my dumb ass couldn't find it)…
I like where this is headed. For the op of the barrel where the wood is breaking, the middle broken piece (the larger chunk of it), needs to be more broken. It looks like it is just a piece of like drift wood worn down by the elements instead of being broken. I think you should also add another smaller opening somewhere on…
Thanks Cholden, I just want to say is that I did read what others have written above you and I tried to make it less noisy by reducing the lighting on the crates and getting rid of the main texture that was on the floor and going with a more generic seamless metal texture. The reason I choose to make a level was because…
Thanks for the help guys! 0_o So far, since this it's a time based proyect I did again the rig, but this time using biped.But i won't give up on this, I'll try to fix the CAT rig. I think biped it's a great choice, it has limitations of course. But also I want to understand how the heck CAT works! So i will try to fix the…
I joined the old Q2PMP site in late 1997. 15 years later, it's the same ill-conceived question and the same put-upon replies. Polycount is the unchanging rock in life's sea of chaos! Anyway, to the OP: You're not unmotivated. If you lacked motivation, you wouldn't have bothered to come here. What you are is some…
I see a few tweaks that could help improve your some of your pieces a lot. First, I'll start with your Japanese Bridge the geometry you're using for the snow is much too low poly. There isn't enough form to it, right now it's very angular and doesn't feel much like snow. Also you need to think about where the snow will end…
Well, the document is part of the technical specification for our system architecture, which has been carefully designed to last a long time. It's pretty amazing really, some info on our site, also quite a bit of info in this CGTalk thread. Anyhow the doc is meant to be used by anyone who uses the system to…
Perna has a point, it's -useless- to compare these techniques in Max or Maya, how many games do you guys know that are rendered in these software packages? Even if they're using the same .cg shaders as the engine the content is getting treated differently. Any time you bring a mesh into an engine the tangents and…