I disagree, r_fletch_r: it can be a super speedy way to do --certain-- things if you know what you're doing ...and it gets you a *pixel perfect* match for a diffuse(unlike a lot of the grayscale height-to-normal conversion tools, which create a halo). This makes it a perfect trick to use with a hand-painted diffuse.…
Given the $800 price tag, the reviews on that laptop aren't horrible. They're more or less what you'd expect of a budget laptop. That said... 1. The PCMark tested battery life is 2hr 16m. That's kinda terrible. In a real world situation, with things like your GPU or HDD sucking up energy, expect it to probably drop down to…
Hello, i Wanted to share my crack brush, since i recieved a lot of mails asking me how i make cracks. So i did also a video, that explains how i made it and how you can make you're own custom brushes, my accent is crap but i sux in making videos :D . Btw this technique is just a fun trick i tryed, there is probably lot of…
There's a great progress being shown since the start of your project. Looks like you're learning fast by iterating on your work and accepting to come back on previously made assets based on the feedback. :) There's quite a margin of progress left in terms of color and composition. In terms of style in your texturing it…
Tell your prgrammer that a bad shader compiler is much worse than texture fetches. :D !! Like Saiainoshi metioned, there are many things that will affect performance. Texture fetches are just one piece of the puzzle. What you seem to be asking about is the number of draw calls per object. Whether those draw calls use…
Well, it was pretty much everything I expected. The spectacle of it all, and all of the ridiculous gadgetry and vehicles were spot on for what I remember of the show/toys. The part that fell flat to me were the characters. G.I. Joe to me (80's child) is all about the characters. I felt like Stormshadow and Snake Eyes were…
Polycount limits largely depend on the engine you are using; for example tech that is object driven (everything in a level is basically a static mesh) pushes a hell of a lot of polys and isn't really as much of a concern compared to other tech that relies on BSP. However, be sensible about it. Model as much large scale…
Those are some excellent points, CrazyButcher. It is especially true that Sauerbraten is limited in the scope of game that can be currently made for it. Sauerbraten is very much targeted at the development of simple, Quake-style FPS games. If you want more from it, or to create a different style of game, you're going to…
So recently I was moving a lot of the models I created from the whole of last year and the year prior to a new drive. Mid-transfer, the drive disconnected and the bricked itself. Unfortunately (and stupidly), those files were the only ones I had available, aside from some character work I had begun on my Dropbox. So a vast…