Got to say, don't hold back on the 3D Stuff waiting for college. Most of the people I've known have taught themselves on the net by doing tuts and making stuff that they think is cool. Another great way to learn is to work on a mod for a while. That will teach you some good practices, how to work with a team and if the mod…
It took me an embarrassingly long time to realize it. I loved games when I was younger, I used my allowance to buy level design books for duke nukem 3d and Doom when I was 12/13 yrs old. I worked on quake mods, and half-life mods, etc. Started learning to model when I was a freshman in high school, even saved up money from…
Thanks for the compliments! As for the bipod it does fold forward. After trying to move it into position I realized I need to modify the plate a little more as it penetrates the mesh if I try. Thanks for pointing that out. Also, I found need to integrate the barrel into the muzzle brake or at least change that up a bit as…
Jackwhat - I have to say mate; that if you find these only slightly better better than the sony set you say one of 2 things is causing it: a. You are partially deaf :poly124: or (the most likely) b. your not driving them with a good enough amp. Higher end headphones require more umph. try purchasing: an Ibasso d2 (already…
I figured since it was the first of the month I could finally share some of the work I did for the Shokuho Mod for Mount & Blade. I took on the task of creating some props for the Blacksmithing section of the game. Because the mod is focused around Feudal Japan during the Edo period I had to research some props (which were…
Hi all, Been encountering weird issue in Unity during light bakes as you can see from images below. Note this is showing in UV Charts of Unity and not the texture uv or lightmap uv. *There is no overlapping in lightmap UV, no inverted islands or out of 0-1 space. *Randomly happens on surfaces with rounded edges ( low / mid…
Hello all, I have a pretty basic question regarding an idea I've been toying around with: Would it be a pain in the ass to work with the original Quake 1 engine for the sake of that mid-90's limited aesthetic, with the goal of doing a somewhat-to-complete overhaul in gameplay mechanics? Or, would it be easier to use, say…
So I recently switched from Max 8 to Max 2010. I don't know how to ask this so I'll try to explain as best I can... -When you create a face (either in Editable Mesh or Editable poly) your mouse turns into a cross hair. You then select the vertices you wish to compose the face. Now here's the problem; in Max 2010 when ever…
In The Beginning of Time there were Creators and "Destructors". Thus by their help a modifier will be created then destroyed. A modifier has a non-destructive nature, it updates, it is just like the phoenix who will always reborn from its ashes. Without further a do let's see what this weirdo is talking about : New Version…
Mid way through this and we're looking for input: I originally wanted to finish the zeppelin as a game asset serving the same purpose as the zeppelins of WoW. Unfortunately I did the majority of the high poly before I learnt about modular assets, or developed a little common sense in designing the high poly (radial engines…