[ QUOTE ] using an orthographic view will cause the model to look distorted as you'll have no foreshortening or depth. [/ QUOTE ] That line bothers me because the image will still have both forshortening and depth (foreshortening simply refers to an object that is coming closer to the viewer and overlaps itself, and depth…
I think to do that you're going to have to write a separate file which just contains a list of the animation names, along with their start and end frame. I don't think MD2 format stores any animation segment names, as EQ said for Quake2 it was just a consistent list that the game used, and every model had to match up. I…
apparently this is a recurring post on the Mythbusters forum, there was an interesting reply: "As we've posted MANY,MANY times. Guns WILL fire in space without any problem. Modern gunpowders contain their own oxidizers and they always have. If you think about it, all guns enclose the powder away from the air so they can…
UV stretching occurs during the UVW mapping (which is also called unwrapping) step. This is where the 3d model is broken down like a cardboard box so it can have a 2d image applied to it. If it is not broken down efficiently enough in regards to the original shape of the model, it makes the texture look stretched or…
"The Unreal Tournament III Collector's Edition contains: Bonus Packaging: * Exclusive Collectors Tin Bonus Content: * Collectible Hard Cover UT3 Art Book Bonus DVD: * 10+ hours of Unreal Engine 3 Toolkit Video Tutorials * The History of Unreal Tournament * Behind the Scenes of UT3 " Oh HELL YEAH. I BETTER get my LE this…
Do those shading issues show up in the normal map preview in the viewport? If you think about how a normal map works, it contains information about the highpoly normal relative to the lowpoly normal (hence "local space"), so it's actually quite natural to see triangles showing up in the shading, especially of flat surfaces…
Looks good, but yeah I agree with the others: showing wireframe/maps would definitely help get more critique :) From what I can see though, I think the windows don't very much look like windows. I thought they were a type of ornament like the face ones before I read your description. How do these windows work? What are…
ebagg, are u permitted to post shots of specifically your works? i like the art in the game as a whole, [luv that ufo in the previous page for example], so don't take it the wrong way. i just want to see waht u made in particular, rather than see what others on the team made for the game which contains your artwork. no…
This reminds me of the old SNES games. I find this style quite hard to crit on actualy. the last pieces look better then the first though, probably because the first ones are quite blown up and unrealistic, while the last ones look more believable. maybe be more specific with the placement of rocks, plants ect instead of…
Hello again I have been working on the roads and the base of the diorama, so here is a small update: Next I will have to texture the individual Buildings and add some trees and shrubs to the model. I have some questions for all of you though. How do I texture the large planes of grass and the roads without getting to much…