Bump. Going to use this so we can have one thread on laptops versus 20. Really tired of current PC. Want a lappy so can work on patio this summer. Want to be able to render as well with some decency. Eventually get a new desktop for power usage and modern games at high settings but waiting on USB 3.0 and Sata 3 to be…
Knifes - Removed Ring, Added more loops around handle & found faces on the inside... (me noob). Down from 900 to 634 RPG - Fixed Back & Added loops (More round now) Adjusted size a bit. Up from 997 to 1073
PARTY MOVED!!!! Hey, hopefully someone thinks to check this. We're gathering at the thirsty bear right now, and its PACKED! If you happen to read this, place a call or text to. 760-637-6003. We're forming a large group and we're probably going to move to a more spacious area. Call text whatever, just do it and tell others!
just as a little run through of imaginary numbers. 105 (minutes) X 60 (seconds) X 24 (frames/second) = 151200 frames * 1 (really optimistic minute per frame) * 6 (layers per frame, also really optimistic) = 907200 minutes of rendering / 60 (minutes to hours) / 24 (hours to days) = 630 days of rendering time (on one PC) if…
Decided to enter the gameartisans blizzardfest. wip 01 Vrykul worgen thread: http://www.gameartisans.org/forums/threads/63594-Blizzardfest-2014-3D-Vrykul-Worgen?p=581763#post581763
tnx guys El Scorcho/$!nz: that was a sorting issue in max, kind of a shame its even buggy with 1bit alphas ZacD: added some geometry in there to give it extra silhouette :) here`s another update, 6348 tris http://leslievdb.com/temp/arenanet360-wip2.gif
The obvious answer is to flip the face normals then export again. The why of it is likely that the normals are flipped in max to begin with due to some quirk of the creation. Max doesn't default to enabling backface culling. select an object and right click, go to object properties, and select "backface cull" and see if…
The low-poly pillar with normal map. Sculpted in zbrush, used topogun for topology. Did each piece Capstone, body, and base separately. UVs in XSI Exported out UV in one piece, then xnormal (great program!) to project the decimated high poly mesh on the low poly pillar. Results: 636 Tris