lol... i got sent to the bad sport group... i tend to use sticky grenades to hunt bounties down... so everytime i blew up a car it would tag me as a bad sport. Which sucks... any bounty should be ok.... anyways... i had a 2 day period ONLY playing with bad sports... but this time has been one of the most fun i've had.…
why do engines needs triangles? I shall C&P from something I wrote: Computers and games consoles draw tris by plotting 3 vertices in turn. Once you have those 3 vertices plotted in 3d space, you simply connect the dots and you have a polygon. . . . . : = polygon Once you have 1 polygon drawn, you need to draw the next one.…
*Necrobump*!!! So - after losing a load of this work due to snapping my USB pen drive that I was storing the files on I put this on the back burner (after crying myself to sleep for a few weeks). Two studios, FIVE years and 3 jobs later I decided I'd pick it back up to test out Substance Painter and Marmoset Toolbag 3, and…
for all those having trouble getting it to run with the Steam version of UT3 here is what I did: Games Menu --> click "Add a non Steam Game to your games list" choose "browse..." now navigate to your UT3 folder within Steam: usually something like: "C:\Program Files\Valve\Steam\SteamApps\common\unreal tournament…
3 to 5 days? At 8 hours a day? Jesus man. I'd say 3-5 hours, maybe 8 if its really complex. as for a 60,000 poly model, like the others have said it kinda depends on just what techniques you use and how detailed the end model is. If you want what standards I'd hold to: Assuming we are talking a full detailed model with…
List of changes: - I have made two tilling textures; one for the ruined brick wall and one for the rocky parts of the ground mesh Screenshots: Description of the progress: For both textures I have used Zbrush, Max, Xnormal and Photoshop. Brick wall: Here's the run down of the process for this mesh. 1. Sculpt three bricks…
Qcs are relatively simple, especially when you're replacing existing weapons because you can just decompile those and it will give you an already built Qc file. Granted it's not perfect so you have to modify some things here and there but for the most part, pretty simple. Here's the Qc I used for compiling the…
It's how you use it. If you just lump components together I guess that is what it will look like. I.ve been doing my own kitbash project for a few months and it aint as easy as it looks. Check out the vid below: It's from iziart and the kits are from Vitaly Bulgerov.…