Great idea [FONT="] https://www.youtube.com/watch?v=sYX9I3ONHc4#t=181[/FONT] [FONT="] [/FONT] [FONT="]http://www.siliconstudio.co.jp/nex-gen/en/[/FONT] I wonder if you could mix the above idea with this tech? [FONT="]http://www.nozon.com/PresenZ-VR-Movies[/FONT]
I too remember 125 FPS being a magical number in quake 3, and only now was I curious enough to google why. Apparently in q3 (but not Quake Live) the physics engine was framerate-dependent and due to the way it calculated gravity and movement, having certain framerates actually provided an advantage to movement and jumping.…
good spot. With 3dsmax gamma correction off, using max hardware shading and xoliul 1.5 shader, the spheres are identical. Ditto with max gamma correction turned on, the spheres are identical, with the harsher falloff. You shouldn't get both in the same scene though unless your shader has its own gamma correction?
Thanks guys. I'll move a few things around tommorow. The unwrapping went faster then I thought. Got it done in 1.5 day. I got it down into 4 maps: - Fleshy parts (4000x4000 px) - Boney parts (2000x2000 px) - Slimey parts (1000x1000 px) - Eyeballs (512x512 px) Here's the result:
Seems pretty solid modeling wise, The base is way too small though, If you compare the dial to the part you talk into you see that the base should be about 175% of it's current size. Chord looks too thin as well, easiest way to adjust that would just be to move vertices along normals. Good job so far!
This is a cool idea! It's always fun to see where everyone came from, and a nice reminder that everyone used to be shitty at some point :) Here's mine, roughly 2010 or so? All I can say is, dat construction history. Also if anyone was wondering, that solid green mass is a 186-gon. Here's my latest project as of 31 Oct
Yeah, bricks are a little small. Scaling up somewhere between a factor of 1.5-2 should look right. Also, to match level of detail a bit more considering the amount of polys in the couch, I'd throw a few more loops in the arch to segment it less. Its the only thing in the scene that screams 'lo-poly game object' to me.
Does it do that if you right click somewhere and select "play from here" or if you use "play on PC"? I think there is a way to control the LOD distances for the lightmaps somewhere in UDK, can't remember it right now though. The yellow thing on the right is most likely caused by bloom, change the threshold to something…
I enjoyed Maleficent as well. But I enjoyed it for the total 180 take on the fair tale. This is just standard Cinderella. I would love to see more Disney movies told from the point of view of the "villain". Giving a chance to humanize them and show there motives why they are seen as villains. Its a fun twist of what we…
What are you exporting to udk? If you are using fbx set your smoothing angles to 180, or use one smoothing group. Not sure how maya works. Then make sure that you flip the green channel after you bake. And if none of that work, simply detach the face group of faces on the top, and export it to unreal. That should fix it a…