So I am making a complicated technical mess of a car engine. I know we maya users got Transfer maps, but after 10 minutes and it only going to 1% for a 512 texture I don't have the time to see how long it will take to actually finish. Also I tried exporting to Xnormal using the xnormal file. Turning off *ignore vertex…
116 Tri's 512x128 Diffuse/Normals/Specular I've got a problem where i try and use the directx metalbump 9 in the viewport, this is what happens: this has never happened before, how do i fix it?
So, bit late notice, but one of the previously tba dates on the tour thankfully turned out to be London, and it's happening the 29th of august at The Fly in New Oxford st. (…
For which Engine - XNA and M3G Application Current Polycount - Max Polycount - 10.000 for XNA, 1000 for M3G Texture Size - 1024 or 2048 for XNA and 512 for M3G Description of background information on piece - Realtime Character for my diploma thesis Where are you looking to receive criticism - Especially Modelling and…
Just thought i'd put this up here for crits and comments, so that it would possibly get more exposure etc: poly count: 20k tris textures: [diffuse, normals, specular] 2 x 1024* 2 X 256* 1 x 512* i'd like to thank everybody who helped me out, and provided support and motivation. this was my first submission into the…
Hi folks I´m now finished with my final project and so i can show what i was working on since.. ähm... oh.. shortly after domwar ... I ... ujuj.. time goes on faast This is some kind of prerelease in the english internet world, so if you find any problems or it-would-sound-better-if within the english subtitles pls. let me…
Hey guys, I was researching about texel density for a personal project in UE4 and I though that might be interesting and useful to open a discussion about it here and share the information I gathered so far. Hopefully through the discussion we can create a sort of reference thread/wiki page about this topic here on…
http://www.tgdaily.com/html_tmp/content-view-37925-113.html :) Cool. "Intel demonstrated ET: Quake Wars running in basic HD (720p) resolution, which is, according to our knowledge, the first time the company was able to render the game using a standard video resolution, instead of 1024 x 1024 or 512 x 512 pixels. Seeing…
Im pretty new to this style of creating buildings using the modular chunk method. I had some questions about it. This is the way im doing modulars. Is it better to have modulars in smaller chunks ie windows, dividers, etc. Or in medium size chunks like a whole wall with windows already embedded in them? The reason i say…
Ivory Lake B.V. is a company in Leiden, the Netherlands developing training simulators and serious games. These simulators are used to train specialists in for example the offshore industry. The very large and complex systems are in use world wide to train staff for dangerous operations. Unique opportunity! At this moment…