I started reading Uncanny X-Men with issue 224, which I think was the fall of 1987. While Marc Silvestri was drawing the comic then, the franchise didn't get the 'Image' treatment until Jim Lee took over two years later. Longshot and Dazzler were permanently booted, Psylocke became a Japanese bimbo, the totally…
OK here is what I have done. Tried the checker thing, and should I make my own or use the Maya one? I just used the Maya one, and the automatic mapping tool and this is how it looked. How do I align those checkers? Around the corners, there is a little messing up a bit. I used the Normals>Soften Edge, and it made the edges…
Hello there! First off I would like to thank anyone that has bothered to read this thread! Next I would like to introduce myself, I am Jordan Maziarka, the Team Lead, CEO, and Co-Founder of Ark Softworks LLC. We are a small development company that is just starting to break into the industry by using some concepts that we…
Hi all, In this thread i'm going to post my progress on a new exiting uncharted inspired scene i'm making. there is just something about the environments of that game that feels amazing. so i decided to try and create a pirate-era village ruin with folliage to test my skills. artstation…
Hey everyone!) I've finished a game-ready asset that i made in attempt to learn more about big assets creation(tileable textures, decals and stuff), along with some environment to it) You can have a look at full post at artstation https://www.artstation.com/artwork/wrEDy6
DISCLAIMER: The project is being developed by a team of cuban developers. We don't have the capacity nor the hability to pay someone to do this task (The monthly wage in Cuba is 20 US dollars). We aspire to get an Epic Mega Grant (I can cash the money LEGALLY) for funding the development of the game; and that money will…
Subdivision surfaces are different than Tessellate, and there are several algorithms for both of them. Catmull Clark is just one method to subdivide a surface with Quads, and i'd say it's the most popular right now, but not the most useful for all cases. Tessellation on the other hand, subdivides the model using triangles.…
This is pure polygon modeling. The 'dreaded' n-gon, and what you might have heard pertains to sub-divisional modeling. Quad based sub-d has long been drummed into peoples' heads. The reason is that they perform more predictably(mathematically) when ran through the smoothing algorithm. Tris and n-gons still subdivide to…
There isn't a reason for him to be low poly, bar it being easy to sculpt, with the intention of use, I will most definitely make a higher poly version. the mesh subdivides well so it wouldn't take much to get the mesh up to standard. Here is a screen of blender to give you a rough look at the topology, The Textures size is…
Hi folks out there, currently I have a lot of trouble getting the media streaming to work on four Oculus GOs. I am using four H.264 videos with a bitrate of 2038kBit/s and 25 frames per second and with the following sizes - 1344x420 and audio (317kBit/s, stereo, 48kHz) - 1344x504 - two times 672x504 The devices are all…