Well somebody's on a lucky streak... Going left is my prefered method too. The game calculates one point by each one pixel move on the x and y axis so going down_left would actually score your points about twice as fast. Sorry to hear it didn't work as well for everybody. I have to do more testing. Thanks everybody... keep…
[ QUOTE ] - traditional viewport navigation (z is just plain retarded and a pita.) [/ QUOTE ] Dunno if you're already doing this, but when you have a model going, you can click on rotate on y-axis. That makes viewport rotation behave very similar to Mudbox's. And I can control my Zb's brush size with the brackets (albeit…
further testing is revealing some mis communication between max and unity. If I take said model from unreal and export it out of unreal and put that in unity, that model has proper normals. But beyond just being an extra step of annoyance, it also messes up the scale and proper orientation of the model ( y up unity) that…
H e l l o . This character was designed as a three week project for Unreal Tournament III. Uses 2048X2048 diffuse, specular and normal maps. The hands are not skinned but I have successfully imported him into Unreal Tournament III as a playable character. ... Comments, questions and criticism please. t h a n k y o u -bryon.
Unfortunately, no - you'll need to combine these maps yourself, manually. Each mesh group is treated as a separate object. If you plan to atlas them, it would probably be a good idea to keep them as one object and put some XYZ world space distance between them (as in move them in X, Y, and Z) before exporting to DDO. Sorry…
It's a little bit hard to critique in that lighting. It is really dark, and you don't have any sort of breakdown shots of textures, wireframes, etc. Try some presentation shots that don't hide the model so much. Based on what I can see, the design is really quake-y with the blocky robot legs, which makes it look a bit…
Thank you for the quick reply Wiktor. :) Forgive me if I'm missing something but that Max script doesn't do the same as the koddeCreateRampMap script for Maya. I'm able to use the Gradient Map Tool just fine but don't get any dialog or options to bake for X, Y, Z. Preparing to apply face to palm! Thank you, Jon
Might seem like a crazy request, but... Any chance of a FPS cap on this? I'm pulling 2000+ frames, and my GPU LOVES to make a lovely noise. I get the same thing in a few games UI's, Crysis and movies do the same. So far, so great. Love it (Y) Be nice if you could some how embed that into a window?
Really fantastic work! I love your style. If anything, I'd say his feet need a bit more work. Maybe some scratches and gashes around the body, too? For demons from hell, they're pretty pristine! Given me inspiration to work on one of these myself, someday. Of course, in a more Clive Barker-y route ;)
I just bought Magic Carpet from GOG. It was one of the games I got free with my first PC. Can't say i'm disappointed. Its such a classic. Just wish I could invert the mouse Y axis! If I were you I'd just look into making an emulator cabinet. http://www.tmsoft.com/article-arcade.htm