Main problem i see with what you've got is it needs to be smoothed out, and they look squished vertically. heres that model, ill try and upload a copy of it too sometime so you can check it in 3d. I know i have a .rar SOMEWHERE but i dont have access to the PQ ftp here at work, will have to check when i get home in a few…
Seems to follow polygon borders. Check if you welded together uv-vertices that don't belong together, like you welded the mirrored part of the face to the unmirrored. Check if some of your polygons have flipped normals in case you display them as double sided. If the geometry is ok, moving the mirrored parts of the uv's…
For what its worth, I can vouch that the Evoluent vertical mouse is great for reducing stress on your mousing hand and arm. I don't know whether it'd be of any use to you when your condition has reached this stage, but if you do ever decide to have another crack at the digital art thing, it'd be very much worth…
took time and looked over the overall design of the game i realised alot of nagging issues so all day today i spent time on a new map focusing more on platforming and vertical combat. so far its coming out good excuse the lights and grass still have not worked on them. i like the overall design so far hope to flesh it out…
EarthQuake: Hard edges don't necessarily double the vertex count where used ;) It depends whether or not the model format being exported to supports vertex normals. Formats like MD5 that don't bother exporting the normals for geometry, assume completely averaged normals, so to get something that simulates a hard edge, it's…
I model entirely in quads to create my Zbrush base model, but before I bake out normal maps, I'll edit a few down to triangles here and there if I think it'll make my life easier when skinning/weighting the mesh to the rig. Otherwise, I leave it like it is unless I'm working on a game that is either losing performance to…
I'm sorry but I just have to randomly comment on how awesome the crits have been in this thread. Just awesome. With the lighting solution Nort suggests, this could really shape up to be a killer scene. Cropping the final render vertically when ever you get to your final presentation would be a nice touch I think with the…
neither - you've got four subdivisions in your cone, and a texture that has (more or less) natural and evenly spaced seams running both horizontally and also vertically. If you think of it as 4 seperate unwraps, and do some clever/skillful old-school pixel alignment, you should be able to unwrap the cone with consistent…
My favorite first person platmformer was tribes. Used to love skiing and jetpacking at rediculously high speeds and altitudes. Just didn't make a good single player game. And more than any other game to date that game pushed noobs' sh*t in. I know it's classified as an FPS, but i really think it could be considered a…
Hmmm, found it. But it isn't what I remembered. Cube Map Shuffler http://developer.nvidia.com/object/photoshop_dds_plugins.html I tried using max 7's render to texture to convert a cubemap reflection into a long/lat map, but it's pretty sucky... it mirrors the reflection vertically, also munges the poles at top & bottom…