http://www.polycount.com/forum/showthread.php?p=1520610#post1520610 Like JonathanLambert pointed out a few more polys to get rid of a lot of transparent pixels is often worth it. Every semi-transparent pixel is a lag bomb waiting to happen especially if the player moves into a position where a bunch of them are stacked up.…
Hmm... I redid some stuff and individually unwrapping the objects works. I don't know exactly what I did wrong, but it is working now, which is nice. for whoever is interested, here's how it works: /*-------------------------------------------------------------- OPTIO_batch_unwrapper Unwraps selection with semi-default…
Add some randomness to the track walls such as exit's, emergency vehicles..etc Such as this image http://www.brightsideofnews.com/Data/2011_8_12/F1-Goes-Online-Codemasters-Launch-Great-Looking-Online-Game/F1_Online_Sepang.jpg Also have a look at on-board race footage around tracks to see what makes the track special -…
Yeah, that would be great. I think it would also help to see what the full resolution and file size is for each texture. When I downloaded one I was pleasantly surprised how large it was (15mb, 5k by 3k). Do you have a RSS feed setup for notifying people about updates? I like to use http://changedetection.com to send me…
:( u dont lyk science why ? sad :( anyway you can check out amazing updates for their photos here https://www.flickr.com/photos/europeanspaceagency/15560572326/in/set-72157638315605535/ love it, instant desktop background
EDIT : UPDATED PROP For my first prop, I limit myself to 5000 tris, trying to make it look good but with low poly. I am doing a 150CM WW2 SearchLight . ( Sources ) What do you guys think ?? Should I remove the bright scratches and replace it with grungy/rust worn paint ? What could work the best ?? BTW, its not done yet,…
Well, what kind of character is ideal to you to do your animation things ? I have never worked with an animator before so I have no clue :P Are you thinking of 3-4k tris, or are you looking for 10-15k tris ? Are you going to rig yourself ? Some character artists just pose the models without rigging it, or do only simple…
The OWS thread has 1500+ replies, many of which deal with the NDAA in the last hundreds of replies. It's closed now, of course, but you may want to read through that thread. http://www.polycount.com/forum/showthread.php?t=89238&highlight=ndaa
sorry i always forget to mention it since max is the only one ive ever used :P i realized this picture example is not very good, because all the vertices to be welded are closer to each other than they are to the verts they stem from. if you select a vert, you can see how all the other verts that correspond to the same…