I personally like the idea of having a hollow behind the grate over an emissive texture for a few reasons. First, it helps to keep me honest. :P If, as your description implies, the columns are hollow for the water, then actually modelling everything forces me to ensure that everything fits without going into a convenient…
Yes there is! When we were texturing this high-poly mesh, we used a curvature map that was created from an Object Space Normal: This was an experimental process, but the current workflow looks like this: 1) Apply the Surface Blur filter on the Object Space Normal in Photoshop with a 16-48 pixel radius 2) Open xNormal and…
Yeah I can see some people really spending some time with the customization and getting some awesome results. At the moment the beta is only live for certain evenings (and a 48 hour session this weekend) so I've focused on the game itself rather than spending too much time with the various editors and design studios. You…
hey guys, posting this up because I think I'm stuck or there's no more optimization to make on it, but wanted some input. Currently the outside and inside faces of the wheels are not using square opacity, as we don't know if mobile devices will be able to draw that much overlapping opacity yet... we're supposed to be doing…
Here is the final products :D hope you guys enjoyed.... Final Scene Fire Extinguisher - Poly Count = 804 TOTAL. Boxes - Poly Count - 84 TOTAL. Pipes - Poly Count - Variety between 48 - 100 Locker - Poly Count - 800 TOTAL. This whole Scene was created in Blender and took me 8 Hours over 3 days, Importing Modular pieces,…
Things i see wrong: -mirrored texture on the ammo magazine, not good for a first person shooter (well actually not good for any kind of game) -some areas are too low poly, like the handle section or the spring behind the side slider...if this weapon is for first person view, you have to make sure to not have visible…
I've done a few art tests lately. There are some that I feel are too much. There are certain companies that doing 80-120 hours worth of work is acceptable. And there are some that aren't. That said the way the economy, industry, job market is now I think that it's the applicant that is getting taxed a little harder.…
Started Zbrush with this made those lips from the step by step lips off the wiki Zbrush I fixed up rest of my model to look ok proportions and muscle-wise using BMT but this happened to the lips at some point without me noticing and its too late to go back just a little, it now needs fixing by moving forwards. Hoping for…
THIS WORKS FINE Every time i create a new object "hello world" is printed out. callbacks.removeScripts id:#myscript;fn myScript =( print "hello world")callbacks.addScript #nodeCreated "myScript()" id:#myscript; THIS WON'T WORK When i RESTART Max and try the same script but with an visual interface (a button which…
It depends on the game engine you are using, and the type of game you are working on. 30-64 is the advice from several years ago. These days I would say between 60-128. For Age of Empires Online we used between 16-28 bones per unit, because they were so small. For Orcs Must Die because there were so many enemies on the…