The basic mechanics of that Witcher technique are really cool. I've used the same/similar approaches for various ID related things in a few games - the huge benefit is that it's not subject to filtering and compression artefacting in the same way that texture based masking is. There are some considerations though if you're…
Thanks for the information guys I really appreciate. I have finally been looking in two laptops, one is the gaming. OMEN 15-en1003ns Gaming Laptop with NVIDIA® GeForce RTX ™ 3070 Graphics Windows 10 Home 64 AMD Ryzen ™ 7 5800H (up to 4.4 GHz maximum clock boost, 16 MB L3 cache, 8 cores, 16 threads) RAM DDR4-3200 MHz 16 GB…
Hey! im looking for a not-so experienced 3d modeler for a small project, i cant afford to pay too much so im seeking someone more low level I need 8 character heads based off real people with each having a few diffirent face expressions, im not looking for something too detailed or realistic For more information about the…
7, 8 and 9 all have a special flavor that they never managed to capture in later games. 6 was also brilliant. My favorite of the bunch is 7, but 8 and 9 are also really good. triple triad in 8 is the best side quest/minigame of all time - probably.
Can't forget about 8-Bit google maps! [ame=" https://www.youtube.com/watch?v=rznYifPHxDg"]Google Maps 8-bit for NES - YouTube[/ame] Also regular google maps has been 8-bit-ified too :) . On google street view just go to the top right and click 'Quest'
For a map like that I'd tend to divide it up into a power of 2 (ie 8 rows and 8 columns) since that's more consistent for game art usage. 10 is a rather odd number to divide a 256x256 map by, for example. It's not a huge deal, but I think I'd get more use of a map that goes to 8 or 16.
@JacqueChoi> Nice vid! Whether it's personal or professional work, I find 8 hours a day is a healthy average to shoot for. That said, I recently went from standard studio jobs to my first freelancer gig and I've found there's a world of difference between "8 hours work" and "being at work for 8 hours".
Hello. First - Brilliant tool! I have a questions about margins too. In 'UVLayout' (for example) 8 pixel setting == 16 pixels between the shell edges - 8 per shell ( no intersecting shell bleeds) Here 8 pixel margin == 4 pixels for bleeding per shell Which one is technically correct ? Thank you.
Well the HALO 2 Polycounter Party for Sunday night was a lot of fun as usual. Sorry to Doc Rob about not getting him to the game soon enough this past game. As it seems everyone is having fun with playing each other in HALO 2 on LIVE and others have expressed interest in this, I'd like to propose HALO 2 Sunday Night Games…