Yeah, I think it's just better to model stuff. Computing power has come a long way that it seems adding an extra hundred polygons is purely trivial on the workload. If you look at some of the UE4 samples, they have polycounts somewhere between 250k and 1 million triangles. The highest I've seen is 6 million triangles being…
What if the Deathmatch level is like 4 players vs something.. the theme being something like the Show The Prisoner. So all cool 60s style with lots of color and the 4 players fight off the giant white ball thing thats SUPER over powerful and creepy and absurd. [ame] http://www.youtube.com/watch?v=I6Ffr1U7KMY[/ame]…
It's pretty math-heavy, make sure you're up for that. You can get by in Substance fine without touching this at all. Also look into the Iterate block, I think it's much more powerful than chaining quadrants. Though you'll have to do your own offset functions: 100 iterations just stacks 100 shapes on top of each other by…
Careful though... Turning on backface culling takes more processing power to render the viewport which can be pretty costly when working with dense meshes. It costs more because it has to figure out what is forward facing and what is back then remove the back faces. On simple scenes you might not notice a hit but on higher…
It's indeed powerful. I'm a modeler and my rigging/animation experience is quite limited - that's why I went for CAT in the first place. I just finished a test walk cycle with my character and it's pretty nice for a beginner :D One question though, if I rig in MAX with CAT and the animations should be done somewhere else…
Taylor you shouldn't have a problem with Maya using a nvidia gaming card provided the drivers are good or the the card isn't defective. As for the old righ I don't think the PSU was powerful enough for that card, if you had it for a few years the psu might of been dying. I forget what my psu is now but I'm pretty sure it's…
Yeah the power of qSave is really using it along side some simple action scripting, only thing unfortunate with that is how Photoshop still limits you to using ctrl/alt/Function key combinations as shortcuts for those. Would still love being able to add relative paths. By the way Chai, the bottom link of your readme…
For example: - long straight piece - short straight piece - L-shape piece - S-shape piece - corner-piece - power box connection piece etc So you can model/texture a few modular pieces and then build them all in-engine. Doing what you have right now isn't wrong. I'm just suggesting another approach.
You will probably want to write about the uncanny valley http://en.wikipedia.org/wiki/Uncanny_valley and possibly Neoteny (Bioshock games are a decent example) Take a look at Dragon Quest 8 by Level 5 and Naruto by Cyberconnect2, they both emulate an existing well-known artist's styles. Power point presentation for Naruto…
well at some point, i do want the player to die. this is why i was using the lavavolume. the godmode don't actually let the player die.... actually the rules are simple: you run and grab power-up. when you're in-game you are constantly losing your health. more like the movie crank with jason statham if you know what i mean.