WAYWO. That or the amount of capitalist libertarians in charge of this industry. Justins's delusional optimism. :p The amount of noise for profit game education graduates make to shift through in applications. Oh, and people who think Michael Bay makes good movies.
Also updated the AM set a bit: hair/mask + new blades I kinda like it, but it would probably be a bit too noisy for Dota. Or maybe not (the original am set has about the same amount of datail, just not with this amount of contrast)
A lot of time spent playing TeamFortress late at night with my dad. The amount of quality cutom content for that mod alone is amazing. I've never had the same amount of fun playing a game since. I love you Quake 1.
If anyone has any suggestions on how to sculpt hair or get smoother results I'm all ears. I tried using Lazy mouse but it didn't always work. I've learned a lot so far just in these past few weeks. Instancing is a life saver! When you're building your mesh from a cylinder you can do something that will make your life much…
Most places don't give the option though, they either go through PAYE or pay you the full amount and get you to sort out your own taxes. There is benefits to both, PAYE means you don't need to worry about sorting out your own taxes, on your own you can look into expenses and claim back some of your expenditures, but you…
Here's my advice when it comes to tutorials.. If you are looking for tutorials based around your experience/workflow/and problems, and how to fix those things in relation to Dota2 UGC, chances are you will be disappointed and frustrated in your search. If you are looking for guides or tutorials on help with the Dota 2…
Yes, thanks! The shading on low poly was bad indeed. I added more geometry to fix that. Once the shading was improved, the artifacts were gone. The downside was that the amount of polygons increased, though.
@musashidan OP said this was for a highpoly, tho. @JordanLeigh It's not so much about the amount of sides to the cylinder, it's that you didn't plan around the amount of geometry you went with. You could do something similar using other methods, as mentioned before.
I think you should take a look on the size of your tiles on the wall and floor, I think they are way to big. for example count the amount of tiles from top to bottom in your concept picture and use that amount in your 3d environment.
4gb is laughable amount. UE4 Voxel GI can take easily 2GB VRAM. And I guess that 4GB is total amount of memory. With only 2GB left, where are next-gen high-res assets and huge maps ? 8GB is minimum.