Wat. Why didn't you open the thread with that.. If anyone has a AMD card with newer drivers it'd be interesting to hear if there are any problems with 3d software. I have my eye on the 390 right now. 8GB of ram for $330 US is pretty great.
I would optimize sections like these simply for the sake of my viewport fps. I don't think anyone would care about the polycount until you start getting past the 20 million zone. If you wanted to reduce anyway you could delete the flat sides and selectively polysmooth only the teeth since it is the only part that benefits,…
Here's our work so far! The Balrog - currently rendered in cryengine, although we've yet to decide if this is our final engine of choice, due to probably needing some programming being done for the footprints: Glorfindel - work in progress shot of glorfindels head sculpt: Lee3dee's wip fire effects in maya fluid:…
Here is some recent stuff I've been working on. More to come soon. Here are some wallpaper sized images, 3360 x 2100, of just the bike in different colors.
Sadly I don't think it's possible to fix. I posted about this on the UE forum a while ago and got a response from one of their graphics programmers - https://forums.unrealengine.com/showthread.php?33516-Vertex-Colors-Not-Affecting-Lightmass "Lightmass bakes out materials in the 0-1 UV space a single time to keep build…
I personally have never done any painting of textures in Unity but there are lots of Unity paint scripts out there. You'll have to try them out to find one that works for you. Here's another one to try free: https://www.assetstore.unity3d.com/en/#!/content/33506 You need a shader that takes an image to blend between the…
Last night we captured a bit of gameplay for everyone! If you like what you see please follow us on twitter at @seenoevilgame! I would love to hear the thoughts of everyone here. [ame=" https://www.youtube.com/watch?v=33UXK5hi5UY"]See No Evil pre-alpha gameplay - YouTube[/ame]
@Benvox2 I guess both would be the answer. I'm not shying away from adding some polygons here and there that I would not always add in production, but I don't do anything crazy either. The big difference with a prodution work would be the inclusion of LOD. I probably won't bother with it here since it's a portfolio piece…