Alright, so I went trough process again, and this is what I came up with. Still I would like to get some feedback, if this mesh is ingame usable, what would you change etc. There are parts of the mesh I wasn't able to create and even on the image you can see some parts got weird wireframe. The blade and hilt are not…
ATI's drivers are still buggy. I'm stuck with ATI FireGL cards here at work, since they work with our platform. They are terrible for most desktop use. Lightwave and many other apps (including windows explorer itself) get graphical errors. The one ATI card I owned at home was also not the greatest (9600). It comes down to…
I still don't understand that DirectX9/DirectX11 outrage thing. We know that DX11 tessellation requires a very specific asset authoring pipeline (it is not a magic button thing), so we can count this out since Crytech is not going to rebuild all their assets for that. Also someone mentioned earlier that DX11 can render…
i'm coming from the old scholl, but i think this looks more difficult then it actually is. for me this looks like a blend map between two materials. snow and rock. probably one uv layout, which was painted and projected on one texture. then there are two base materials rock and snow both tiling textures. you can pu your…
I've been working on a lot of props for the room over the past few days. These include; wires, deodorant cans, lava lamps, a full sized keyboard, and a sports trophy, so apologies for the image spam!! Lots of smaller pieces and one large one. The wires are looking a bit flat and I might increase their size as they look a…
just checked out the new page great stuff man, will get the update in the morning got a quick question about LineUp - does it line shells up in relation to actual space? ie map an object from left to right, top to bottom, align and line up shells depending on where they are in the object? I believe Unreal 3's auto…
Here is my basic rule of thumb when working at EA. Find out how close the camera will get to objects in your scene and use texture resolution according to how much screen space the object will actually fill. Other than that it really depends on the game you are working on, next gen is here now too so you get more space but…
I started using CryEngine a few months ago and it's become my favorite engine over UDK. I did miss the material editor at first, but what materials are you creating that you can't recreate in CryEngine? Most things can be split up into sub-materials for some of the complex materials that need multiple texture effects,…
well it reads fairly clear I think . I have been steering clear of the the whole, sculpt/retopo workflow in my freelance work because revisions take so long . most of my freelance work is straight subd modelling with basic texturing, because its quicker, but the work I do is pre rendered on the whole, so not everything is…
they booth dont have the same community and free tutorial base max has you simply can't compare them. And even maya has big flaws that are really getting dated (e.g gui). XSI suffers mostly from not beeing known by many people (same as houdini which is basicly a fine modeler and render package as well) and often therefore…