oXYnary: It doesn't have anywhere near the amount of brushes and customisability options that Painter has, however the limited set it does have are probably the most useful and fun brushes - 75% of the brushes in Painter you'd probably never use anyway. Downloading now! I've loved this program since it first came out.
@PastyPict I would lower the AO spread about 60 - 75% within this scene especially if its mostly baked lighting (if that is what you're using) if not, you should rely more on GI and shadows within the engine itself. The work is looking good Im liking the telescope. Do you have closeup shots?
Cost of living is NOT expensive in the south of England, if you forget about London and Brighton (I've lived there and it was £75 / week in a house share 10 years ago) Seriously, you can rent 4 bedroom houses for about £750 a month. It's just London, Brighton and Surrey that suck the money from out of your arsehole.
I remembered this from our old project. Man, the new verision in UDK is quite a bit sharper than this but at the time, this was pretty kickin in UT2k4 when we did the test runs. got roughly 65-75 fps on a 128 mb Nvidia agp. on the old 600 PIII. Man this takes me back.
Ok cool thanks guys. Im going to try and address some other things. Such as smoothing groups. From what Ive gathered any polygon with a edge angle OVER about 75 degrees should have its own smoothing group right? And I should base the uv's off the smoothing groups? >.>
Hello, I'm trying to set up a water hose rig. I'd like to use a point helper to move several bones at a time. Is there a way that when I move the helper i can set how much influence it has over each of those bones? example, the first moves 100%, the second moves 75%, and so on. Thanks for any tips! Jay
The demo has performance spikes because there's no loading screens so shaders are being built and things are being cached. A second playthrough should be smoother. The demo is 24gb packaged, with 75% of the space being taken up by textures (lots of unique 8k megascans textures). The package game doesn't include the source…
Hmm. Very quick crit. When I first looked at the image, all of my attention immediately went to the light on the left and it was hard to divert my attention for a few seconds. I think you should try lowering the brightness of the lights of the left by 50%-75%, and leaving the rear one at the same intensity. Otherwise…
Sure, thank you! This is for making collision models : clone model apply specific material to clone apply vertex weld modifier apply push modifier at 0.5 apply Pro-Optimise at 50% while preserving textures cords apply Pro-Optimise again at 75% while preserving textures cords done thats it... thoughts?
His grip on the pistol is very awkward, especially his trigger & pinky fingers. Also, since the gun has just been fired (or he's going off half-cocked...), I'd expect a much tighter grip and probably more than a little effect from the recoil (.75 cal pistols tended to have quite a kick).