Fingus: did what you said. And Mudbox came up to 50 million polys without any problem! hmmf.. Maya is where it is pissing me off. Cant even handle 50 000 polys :(
yeah I always wondered that too =) . I remember that demo from like 2003 (7 years ago!!) and was thinking finally hair in games is going to look good! Never seen anything like it since..
I think the problem is because people still describe Blender for what it was in 2003 when it was first released as OSS (being an internal tool up to that point), and not what it is presently. This program made a BAD first impression.
way to answer your own question KOm4 http://www.fileplanet.com/search.aspx?searchtype=2&st=1&sf=3&q=quake%203%20models i searched for quake 3 models and sorted by date
Im sure this is what Dave meant: Hopefully Im not confusing anyone further I didnt get good results until I made the chain closer to the surface, and set the falloff of the skin wrap to .001
nope, it wasn't a rewrite at all, the whole "from scratch" claim was all a lie at e3 2003. Even the null texture and player physics is carried from hl1 (which was also carried from the original quake)
Hi all. Please look my work from postapocalypse project: The skies http://skiesmmorpg.com PBR workflow , Unity 5 (metal\smoothness) Polycount all model - 15 000 tris Texture 4k Soft - 3ds max, mudbox, Zbruush, photoshop
enemies that take 10 000 rounds to finish off. thank you COD4 for killing this. skyscraper sized monsters that wait patiently for you to shoot them at their weakspots.
I have version 002 --> https://drive.google.com/file/d/0B2LlOo3bxGqNdk11djJ4Q2xVV00/view?usp=sharing&resourcekey=0-P2Bklxu_oEMiDv7OQf-zFw (new link should work)