I'm taking on a project of ridiculously gigantic proportions, the Gnomish Lightning Tower. The idea started out as just a single tower but it has evolved into a whole compound. Here is the first building, the engine house, this will power the giant lightning tower.
Hey guys. Been quite a while since i made a thread about anything, but as i promised in the what are you working on thread, here's my now recently updated communications tower UDK environment i've been working on for the past few months/weeks..stuff. It started off as an idea of some large generator in an enclosed room…
http://www.cyberpowerpc.com/saved/1DLKFJ Price: $1,314.00 you should be fine with the following BUT keep in mind that Intel is most likely to release new processors late November so prices might drop before Christmas for the same config. [EDIT] Just noticed that the config recommends 700W power supply. so just adjust that…
I usually use a power on the diffuse texture for the specular "color." Some people advocate complementary colors. (basically inverting the a high contrast version of the diffuse which can be done with a power and a 1- node in the editor) I don't particularly care for that yet probably because I haven't found the right…
Mostly been optimizing. Reducing to a few materials and using a texture palette approach. As well as just some normal editing for the face. Still has some issues at the extreme angles. I also gave her a fake eye glow. But not sure if it comes off as creepy like the Sythns in Alien Isolation. Wasn't able to upload videos so…
I have an idea for a game for an app but not sure how to achieve it. Basically I want to make a tower with stairs going around it but I want the tower to be endless, how would I achieve this effect?
there are maybe some issues to be found with the magazine release area but it's reasonable enough for a fictional design. the biggest problem is that the barrel is shorter than the hand rail. barrels are usually the thing that sticks the furthest out on a rifle because that is usually what decides the overall weapon length…
Hello Polycount! The next two weeks (maybe more if I want to continue working on it) I'll attempt to create a tower that is inspired from Orcish architecture. This is for a school project and the goal of the course is to learn the student to implement his/her models into a 3D engine. We should also learn more about…
Malice Paradigm is officially initiating core asset production today for our upcoming T-rated psychological horror game, "Teratophobia." We are starting with an accelerated 14-day development cycle to build a self-contained 7-minute Game Jam Demo. Voice talent casting is already locked via Casting Call Club, and we are now…
The typical advice for clearing up the greyish boundary-line artifacts that show up in the Metal-Rough workflow is to use a higher resolution texture. The results aren't great & it comes with a serious performance hit. By using a power node, those artifacts can be hidden by pushing them towards metallic. There isn't an…