To anyone who was annoyed at the console-ish big silly HUD images, read this post, apparently contains an .ini edit to make the icons less intrusive: http://forums.tweakguides.com/showpost.php?p=26219&postcount=86
Hey guys! First of all, thank you so much for the feedback you gave me! I've decided to listen to you and removed all the more realistic works from the portfolio. Since it seemed a bit lacking after removing them, I decided to add a model of an airplane that I've wanted to make for a while and also took the opportunity to…
What do you mean by modular ? You mean that each wood beam, and wall is separate module ? Or the houses them self are self-containing modules ? I ask because the first approach do not seem particularly performance-friednly in UDK (and not in any other engine for that matter)
My knowledge of maya is very small. I'm fairly new at the program so I don't know what everything does or how to get certain effects done. The video is tracked using matchmover 2011 and the flame is a 3d fluid container with attributes I've been messing with.
When you rigg the item and import it into the client, they make you input the name of the bone where you want the hitbox to be, its as simple as that. Say for example, you what the head to contain the hitbox. You just put the head's bone name in the input field, and that's where the hitbox will be.
Progress on the helmet. Remaining details will be done in ZBrush. The face is just a stubbed out base. I will post another update soon containing the updates to her armor. I want to try out a new rendering program before I post those. Stay tuned! Enjoy!
Not bad! Everyone please remember that AC2 contains Ubisoft's new "must always be online" DRM. PC Gamer gave the game an 88, but ended the review by flat out saying something along the lines of "although this is a great game, because of the DRM and only the DRM, do not buy it."
UVs will not be affected if you have the same number of unique vertices between the two models. Each vertex contains as much UV information as faces attached to it. It's strange, because you may have one vertex but it'll have several UVs for all of its different faces.
Well, 600 x 120 is 72k objects, but I get your point; it's a lot of objects. I think you're going to need to simplify your scene. Or break it up into smaller chunks. I've never used Containers, but it's supposedly used for breaking up large scenes.
Texture atlases are almost always automatically generated. For instance in an mmorpg the player can choose a bunch of random customizations and then while the character is being loaded it can generate a texture atlas containing all the required textures for that character, and automatically combine the meshes and…