Yeah, while I did say I didn't approve of some of their decisions I certainly appreciate the huge amount of work they had. Don't get me wrong on that, please, judging that many entries would be a hellish task.
what about this model viewer? http://home.arcor.de/sanjox/q3modelviewer.html What means the amount of polygones? What means NumTris, NumVerts, numFrames, numMeshes??? How do I load the pak01 etc from quake3 into that model viewer?
I love this site! So much work with everything anyone would ever need to know on a single page. Good colors and the background wireframe porn is a nice touch. You have a ridiculous amount of work, what a pro!
Splatter's shape height affected by its size confuses me, but I guess it's kinda like tile sampler's size-amount dependency I will have to get used to. Anyways, shape splatter looks promising. Thank you.
Are you an indie dev? and making your first horror game? I have a fair amount of horror characters on my profile i accept offers too, some of my models are known to be in popular games such as phasmophobia https://www.cgtrader.com/arisdragonis
At the moment, this is how the otter stands, I know it's not good so dw on that front! I'm thinking of starting again and placing him into a T-pose because of the flippers. Reason for using Zbrush is to get the most accurate base possible for his head whilst also trying to factor in the amount of fur they have that'll be…
"Go indie" comes up alot in layoff, studio closures or just general quality of life threads. So indie guys, it's time to give us some real information - is it possible to make an equal amount of money in indie game dev as a studio or freelance job?
I know this is usually reserved for actual polycounters, but "The Polycount Pack" was probably the coolest thing I've seen happen to Polycount since my stay here, so I figured this deserved at least some amount of congratulations. Lets hope that just today at valve, the cake is not a lie.
EDIT: Erased original question because it was convoluted and basically not describing my problem. The Problem: Mirrored objects are behaving strangely with applied normal maps. No amount of freezing, reversing normals, changing render stats is getting them to display correctly. Not sure what going on.
I'm kind of wondering why you went with 4k resolution but kept it pretty low poly. The edge wear tells me this thing has been used a decent amount, but the tip of the crowbar tells me it's brand new.