Thanks for the replies guys, what I'm doing right now is Hard Surfacing around a 400k poly version, which works fine. @Professor420 - That xnormal looks very interesting thanks for the tip, it will probably save me a lot of head ache. @vig - Yeah I think I got ahead of myself with the program, it's fairly new to me. It all…
That's a real "d'oh" thing: Gamers spend 400 bucks on their graphics card but cannot be arsed to pay 20 for a DVD ROM drive... I'm sick of PC games being released on multiple CDs, nobody cares about the people who still use Voodoo 2s, why do they care about people who still use CD drives?
my teacher calls quads polys for presentation purposes im not sure why. he was in the industry like ten years ago so maybe the terminology changed...so actually the budget was 2000 tris... so actually the im 400 tris under...thanks for the heads up though... my prof has me all mixed up...
also take the pinch brush in z brush set it to 40ish and run it along to edges of where the horns broke off to tighen then up a bit and make the edges sharper.
Because he is in favor of: No gun control. Caps on medical claims. Making people work for welfare. Anti-abortion. Not too pro stem cell research. His wife is not in the top 400 richest people in the world. For civil unions only. Sticks to his convictions. His quick response to 911 attack. Reminds me of Abe Lincoln. Strong…
kdr: For film maybe, but quite alot of the time you can get away with 1024 or 2048 at most. unless you're doing poster size renders you don't need 4096x4096 resolution. Personally I lean towards 2048 for high res characters cause it gives you a good level of detail and you can get fairly close before the texture resolution…
Thank you Lee3dee! I'm not into dynamics, but I'm fairly satisfied with the smoke. At least it does the job. :P For the render I used the work size textures which are 4096, but when I put them in the UT3 editor I'll use 1024x1024.
just sharing a link as I noticed that you guys have kind of a mix of navigation nodes and meshes http://www.ai-blog.net/archives/000152.html I noticed that you guys did as well placed not to many nodes or mesh points I assume because of the performance? there are a few interesting points in that article regarding…