Yea I have a 770 and turning off Hairworks by far boosted my fps more than anything else. I'm not rocking probably in the 40-60 range most of the time which is fine by me. Everything else is maxed out at 1080P
It's a waaay different game with a different business model. Cosmetic items drove the entire revenue of what is essentially a competitive Multiplayer F2P game. Skyrim is a Single Player game where everyone already paid $60, and has a long history with their modding community.
Hmm, yeah, see what you mean. At the moment I'm leaning more towards the reptile - but aiming at some middle ground 60% reptile, with 40% hints of cow. Feet progress with direction from leilei. Still trying to optimise polygon use.
Bluehost has been great for me the last few years, 1 year hosting and free domain transfer/registration for about 100$. they also usually have some sort of promo running, my first year was only 60$ i think
I barely learned anything at the 8 month art course i took at the U of Washington. I could have learned it all in a week on youtube. It was a very general 3D animation course 60% 3ds Max general 3D / 40% animation.
I've payed full price (about 60 € ). The reason was " The Black Box UT III limited " with CD Bonus , there's 2 years ago. Some great tutorials there - Get into Unreal Editor !, ...then about 10 times played on line and that's it. ETQW took the place .
[ QUOTE ] PS. If Fordy sits on someone's lap the raping can be performed on the way there, efficient or what eh? [/ QUOTE ] Yeah, be even more efficient if we can take speedbumps at 60 mph, that way no one would have to do an jiggling either
I use a Blender add-on called HardOPS. It adds a bevel modifier and sets the smoothing angles. Usually 60 degrees gives a good result but I sometimes make tweaks here and there. Here is the model without any texturing: https://imgur.com/a/S2NrJgK
Think about the kind of game you'd be okay with putting 60 hours a week in for potentially, and work towards the immediate future of getting a portfolio that is artistic direction friendly towards such styles. This is especially if you're trying to break in. Breadth will come with time, or other factors.
If I do it correctly it don't work for me. I bake in Xnormal with cage. Every angle > 60 degree is marked as sharp and have split in UV. Normals look good everywhere but in Unity. I tried Marmoset, Xnormal Viewer, Unreal4 and Unity5.