I think it needs a bit more color. The models are great but I feel like you need more color. It feels a little of cold, it reminds me of the first level of Marathon. Most of the greatest scifi environments that I can think of use multiple colors to compliment the main color. Killzone 3 had some beautiful sci-fi corridor…
"I'm curious, anyone have any idea what sort of textures will be supported for the torchlight editor? Do the torchlight game models use straight diffuse?" We save things off as .png then convert them to .dds Typical texture sizes for props,weapons are 64x64,128x256,256x256 if its a small item it gets a small texture. Most…
I got the iphone when it first launched in Canada, and 3 yrs later... I can't wait to ditch my carrier and the iphone. I haven't been happy with my iphone, I can't listen to music and browse the web without the music stuttering. I'm sure if I'd email Steve, he'd just tell me to deal with it. Anyways, Android looks pretty…
Acumen: dont worry about hijacking - it actually helps me understanding how others suffer or work with the UV stuff. I was not aware of the stitch thing either even though I know max for many years, see: http://boards.polycount.net/showthread.php?t=60553&page=5#116 even I made a screenshot :) I wrote some experiments that…
I guess you're zooming to an odd multiple? For example 133% instead of 100% or 67% instead of 50%. Any time it's not an even division (50%, 25%, 12.5% etc) it will have to drop odd amounts of pixels which results in artifacts like you see here. This is most noticeable on greyscale gradients since you can essentially end up…
Why would the PS4 push less geometry when it's more powerful than PS3? The PS3's cell had to pick up the slack for its GPU which was weaker than even the Xbox 360. PS4's GPU is rated 10x better and has a peak of 1.6 billion triangles per second (Xbox 360 was 500 million triangles). Killzone was also a launch game made for…
The proportions are well off - while the height is reasonable at ~8 heads, the mesh gets progressively broader from the head to the feet. The shoulders are narrow (1.6 vs 2 heads wide), but the hips are too thick (1.8 heads vs. 1.5) and the thighs, calves, and feet remain too thick. While I realize the proportions are for…
I shoot vertically and do 9 around for 3 vertical angles, so a total of 27 angles. Plus a zenith and nadir for good measure, though it's technically not necessary (10mm on 1.6 crop sensor = around 90º field of view). If I were a millionaire I'd get that 50MP Canon 5DS with a wide fisheye. The exposure range is 24 actual…
Unfortunatly i can´t agree with you. With one hit you can do 132 damage. There is only 2 classes that can die (with full health) with one shoot. Spy and Scout. All other classes need 2 shoots when they have full health. As much as i like the model as unusefull the weapon is in combat. I tried it out now for 3h and haven´t…
@VeryCrunchyTaco haha no worries. Take it as a "for future reference" type thing, but I think you could just push a stronger range of values and shadows in your textures, especially with the hair as it felt very much like a cap stuck to her, didn't feel like it was grounded or rooted in her scalp. The metals also show…