Depending on where in a game, sure thing. If it is just the care in customization mode, i am sure poly counts will be higher than in an actual race. Lod 0 i read is 500k+ especially with interior. I mean just grab any latest racing game and search for 3d ripped content to study.
Blenderhead: you don't. Their reasoning is that this is something you'd do with photo-editing software, which I can get behind, but especially when pasting in images, not being able to move them around is an enormous drawback, especially considering images don't just get pasted in the middle of the screen (this would make…
Hello guys, I've recently started a project in Maya, and it's been working great until today after I force-quit an unresponsive session. Upon trying opening or importing the .ma file, I get a red "// Error: line 0: Error reading file. //" In the script editor, there is: file -f -options "v=1;" -esn false -ignoreVersion…
Guess I'm going to try my best at this. As hand painted isn't my forte, at all, I'll be working my ass off on that aspect :D I'm not very good with drawing/concepting, I started to work on the turret piece already, still planning the inhibitor and the creep den.…
I saw this dragon bridge image on an unoffical Blizzard site and had to model it. The concept was done by Jimmy Lo. This is my first pass at laying in the geometry. Critiques are always welcome. Sean…
You can have for exemple 10x4k map on one single mesh, let's take a body, you can't put his head on a single 4k tile ( 0-1 ), his left arm on another one ( 0-2 ) his body on the third one ( 0-3 ) etc.. so you'll have far more resolution than one single map. ( and you can't use 16k + map in a render engine ) And some render…
Placing/Copy all the cards got very tedious so I made a script which makes a copy of a card in my "source pile" and moves it to the position of the "building card". This way I can move and rotate two cards and in the end select all of the "building cards" and replace them with random cards. Heres the script: import…
Mesh button is in the menu unless your menu mel scripts are fucked haha. Yeah transfer attributes should work. Select the mesh you want to transfer from (max one) and then shift click your maya object. Transfer attributes and click the option box using topology (sometimes you might need to fuck about with these settings…
Hey guys, had a chat with a friend of mine about this and he told me the following: UDK uses the unwrap to calculate it's specular, so if you start rotating and flipping parts of the uv's it goes nuts. This basiclay happens to all your meshes, but most of the time you don't see it because you're not using a real time…