Major League Baseball and Take-Two interactive join hands in and exclusive deal: http://www.worthplaying.com/article.php?sid=22779 Now then, who is the NBA gonna sign with?
Hey all, thought I'd post up one of my main environments for exterior eyes and feedback, to make the scene the best it can be Shady Dealings is one of multiple environments I'm creating for my graduation portfolio come May 2011. You can catch me posting on WAWYO for the other ones now and then, but I figure this will be…
So I'm dealing with an old piece of mesh that was collapsed to editable poly with isoline checked in turbosmooth it looks like. Is there a way to easily rebuild the object? Some sort of maxscript that could remove points that do not have intersecting isolines would be perfect I'd think...
Prologue: Still in the very early stages of building out this Sci-Fi scene but I'm struggling with a few things, such as picking an engine, so I thought I'd just get my thoughts down here on this thread and get some community feedback while I post some WIPs etc. Planning & Thought Process: I wanted to create a Sci-Fi…
This deal is pretty insane: http://www.wolfire.com/pack And if you already have pre-ordered Overgrowth, check your email, you get NS2 for free! This made my evening :) Also follow the Wolfire blog if you can, they update daily and it's very interesting to read: http://blog.wolfire.com/ So yeah, spread it and help these…
Hey dear quixel'er, does anybody have a good suggestion how to deal with hard surfaces with sharp edges? Assume I have a simple shape like a cylinder with 5 coners (see attachment) and I want to generate some kind of dulled metal texture with dDo. As you may imagine that such object has no useful normal maps. Sharp edges…
The big deal was it came out in 2004. It did a great deal for storytelling, immersion, and just plain illusion of life in linear shooters. The basic gameplay, though, was hitscan turret combine soldiers and the magical medpack journey. Did not age well at all.
I'm using the Zbrush IMM Zipper brushes to create a zipper on my pack, but this brings the polycount up by hundreds of thousands at low res and millions at high res. How am I supposed to deal with this? It's for a game asset. Thanks!
Not sure if this is the best section for this q. When you're creating textures (in this case for a game asset, hard surface spaceship), how do you deal with the apparently never ending amount of detail that needs to be painted onto these? Not talking about scratches or paint wear, rather the seemingly endless amount of…