Hi guys, i have been doing some research latelly as when i am running udk or cry engine 3 sdk i cant run it with all graphics set to the maximmum, so i decided to upgrade my video card as it was my bottleneck, now the question is, is it worth to upgrate right now or should i wait until next year? I am curentlly running a…
Hi all! New poster here. I just finished a 3d game animation course and during one of my classes the TA showed a time lapse video tut from Polycount on low poly character modeling (i think it was of a soldier in fatigues, but i could be mistaken). Anyway, when i visited Polycount to download it, the site was undergoing an…
first of all big time kudos to the penny arcade guys i just love everythign they do gabe posted this really cool cliche heavy metal artwork of dr raven dark talon blood the other day: http://www.penny-arcade.com/2006/06/09 i am not saddisfyed with the run anim yet and all together for easy copy pasting and showing…
Wanted to toss open a thread on a WIP of a Scifi Environment I been working on for the past 3 weeks which was the 2nd project I have been working on alongside of the DeWalt Jigsaw. It concept art from Ender Game Station by Robert Simmons I gotten majority of the modeling done and baking, just need to spend some time…
Wow, your scene has evolved again! Cool stuff :) If it's possible I think you should try to get the stuff touching the water to look more wet. Right now your waterline is looking pretty dry.
Really impressive the results you were able to get out of limited textures. How did you seperate the RGB into the RGB + CMY? I've been trying to do that in UE4 forever and couldn't figure out a good result.
Having and odd issue. For some reason no matter what I try I get major seams when I use the matcap baker. Any one have this issue or a solution? I have run through the documentation, tutorials, threads, and I have come up dry every time. thanks ladies and gents. ^__^
Thanks, teodar23! That's a honest and good advice)) But... there is alwas a "but")) I'm not a programmer and prototyping makes me cry every time, just pulls me back. What I want to achieve is to create a believable world, interesting story and clear vision of game mechanics (text explanation + some of my Super Pro BP code…
Please drop the gradient, it makes my eyes cry. Look at tutorials online if you're new to this and here's more references for you to gander at: Linkage & more references, simpler design's You still need to apply some basic colour theory if you want it to 'pop' I suggest looking at (Kuler) Color CC 2-3 MAX out of a palette…
Yeah the O-1 is damn hard, it took me 4 months and a ton of support, from friends and colleagues and the good people at Activision in order to secure one. It's not impossible, but certainly not something that you can get away with at an earlier stage in your career. Aside from killer testimonial letters I think a big part…