FUCK YEAH!!!!!! Here is what I think is up: AmbientSoundMovable doesn't work over network/lan. The cue you made from the audio file should contain an Attenuation node for falloff. So, no need to place the sound in the level, it's pulled from the UPK. What this does is whoever gets to the switch first (press "E" for use),…
Hello there!!! Here a scene that I finish! I used udk, photoshop, 3dsmax and zbrush! 80% of the textures are handpainted, but the background :) A tree in the middle of a lake in Thailand. A place where monks could meditate, alone. It's a spiritual place who was forgotten and not yet discovered. I make this scene to improve…
Well, for the lulz I kinda got very close to it once :D https://fbcdn-sphotos-a.akamaihd.net/hphotos-ak-snc1/5488_120982202922_718782922_2485834_3549096_n.jpg
They are. At the same level (like ghz to ghz and cores to cores). But you pay much more for the Intel stamp. The Phenom I linked is slightly better than the I5 540 on this benchmark. http://www.cpubenchmark.net/cpu_lookup.php?cpu=AMD+Phenom+II+N930+Quad-Core
I'm not sure if this post would help you at all: http://www.polycount.com/forum/showthread.php?t=54678 Your high poly looks nice and clean. Texturing that should be fun!
demilich: Thank you very much for the kind words! :) I totally agree about the face, and that's the reason I put Link on the shelf for now while I do some facial studies and practise sculpting. bretmcnee: Thanks! I'm glad you like it! :) Mike 5424: Thank you! :)
like i said, i didn't disagree at all. but if you're on a budget, an SSD isn't the best option. SSD's squarely fall into the "i want" not the "i need" catagory. i'll be getting myself one of these in the next month or so:…
I hear you on the finished artwork thing... I definately need to add some more shit to my portfolio. Still, its weird and probably a motivational thing as a lot of the time i lack the drive to spend a long time polishing something. I guess it shows best with the character concept as im spending time toying with the idea…
Here's one of my last pieces, it's an avatar that I made for myself, entirely done in Zbrush as well as the render, the compo was done in Photoshop. This was the first time that I was using Zbrush RenderPasses and doing the compo in Photoshop so its not perfect, but I'm pretty happy with the outcome.…
Unfortunately it appears to have nothing to do with the lightmaps, static light maps for foilage currently seems to be unsupported. Here's the link to the thread I found with an official response: https://forums.unrealengine.com/showthread.php?5474-Static-shadows-on-foliage. I can probably get away with it now by…