you didnt play Terra? pretty much everyone there is half naked. in a world where CoD is the most successfull gamebrand, where is the point in asking for the situation of stereotypes. I honestly think this whole minority-stereotype stuff is more an issue if you are looking at movies. most modern games handle that stuff…
you can highlight edges you want to split and press unwrap or you can select and move a polygon in unwrap window and check the "Tear Off" option to split it. I have been actually using modo professionally for many years and overall I am very happy with it apart from some small cons.
А question about bows and ranged weapons in general - do I have to rig them, or should I just model it and you'll do everything in-house if there is anything needs to be done? A: you will need to skin weight your model to the skeleton of the weapon you are replacing. Example meshes can be found on our weapon specifications…
Hey Joe, just tried out your scene. The issue occurs there as well, I've also confirmed I'm on 2.08 In fact this is a fresh win 10 install from format and the first and only version of Toolbag I've installed on this machine. Link below for the scene I'm having issue with. http://www.malcolm341.com/misc/rocks_broken_dof.zip
And here I thought Triss Merigold was a badass. (well, she still is) I love how solid her torso feels and how weighty the cloth seems. I am in awe of this character. *bows to the grandmaster* I adore this model so much that I feel I should thank you for making this WIP public
Looking good thus far. I'd recommend beefing up his neck and lowering his eyebrows, as well as changing the shape and position of his eyes, since he's rather cross-eyed currently. There's also the issue of his upper arms bowing outward rather than being straight. Here's a paintover showing these two things:
It looks impressive, but I don't think its feasible just yet. It is running on three Nvidia GTX 580s, pretty crazy. http://www.vg247.com/2011/03/03/epic-reveals-mind-blowing-unreal-tech-“this-is-our-proposal-for-what-the-next-generation-of-gaming-is-going-to-be”/ Can't wait to see it when it comes out.
Also, it's not a bad idea to light some stuff in both a lightmap based/mostly-forward-rendering engine like UDK and then some stuff in a full-deferred-rendering, like the Crysis engine. The industry right now is pretty divided between the two techs, and having some experience with the pros/cons/limits of each isn't a bad…
Hi guys! This is my 1st time participating, always been a lurker. I'm impressed by everyone's quality and speed! I chose this shield (3rd row, 2nd col) so I could use it for my portfolio. Currently this is the base in Max, will retopo it after I'm done with high-poly. Any crits meanwhile will be highly appreciated :)
I would say that this is a must watch for weapon creation http://racer445.com/pages/tutorials/ak-tutorial.php only thing I would suggest is when putting on your control edges for turbosmooth use an edit poly modifier so you can remove them for low poly much easier(if your using max)