This seems to be the right place to ask this question. When i sculpt tilable textures with wrap mode my zbrush gets really laggy to the point where it's practically not usable for the purpose. My strokes look interrupted instead of continuous because it's so laggy. Any tips to improve performance or brush/stroke settings…
Great work. Really nice level of detail, nothing much to crit except maybe it took me a few seconds to realize he had hooves for feet. Cant help but feel the hair on his hooves should continue up his legs some more. But thats probably nitpicking/personal preference. Still great execution.
Crytek UK is no more: http://www.gameinformer.com/b/news/archive/2014/07/30/deep-silver-now-owns-homefront-new-studio-handling-development.aspx I'm glad to hear that the Crytek UK staff is moving to the new Deep Silver Dambuster Studios to continue the development of Homefront. I wish them all the best.
Is this another thread about what a "fair" price for games is? And time sunk into entertainment is a horrid way of judging it's value. No one would argue that a 3 hour movie is better than a 90 minute one just because you sat through it for twice as long. I don't understand why people continue to make this argument with…
Yeah, don't make this a continuation of past conversations. Not off the top of my head. I figure you want to re-use pieces as much as possible and use something like substance designer to quickly generate materials. I saw that the OP is using DDO, I don't know if that's as good for batch processing textures as substance.
Thanks, But it's something else: I contacted support and followed their instructions, but it's still broken - discussion should continue with them tomorrow I hope. It now seems like it will work after a clean install and activation - until reboot. After reboot I'm back with the "file saved successfully" text and then…
(continued) Main controls for center piece (I was going for a holographic interface): Textured the pods and ceiling piece: Main wall and other stuff: More holographic interfaces: Lastly, a little test video of the scene: [ame="…
The quest for glass continues. I have kept working on the glass materials. Unfortunately the artifacts I get when lightmapping the objects seems to be related to the lightmap-size, increasing the size removed some of the artifacts. This is not a viable solution since the objects are only about a foot tall. I will add a…
The Pilgrimage continues! Episode 10 - Geometric Pattern (Mandala) in Substance Designer 6 Check it out now @ the Polygon Pilgrimage In this episode we create a complex Geometric Pattern (Mandala) in Substance Designer 6. While large and unwieldly looking it really is quite easy to follow. As always, any comments or…
Hey this is nice for a first attempt. The only thing I see straight away is that you need to watch out by not modeling the separate panels as a single object; your wireframe isn't matching up everywhere (at the back) and this could lead to problems with surface continuity. I thought nobody cared about cars here on PC :p