MoP: Yes the viewport speed is improved and 2k8 and I didn't mean the comment to come off as degrading it for the user, even though that is how it did. The fact is that the viewport is faster, that is what matters for most people. It was more meant to demonstrate it wasn't any significant refactoring of the codebase but…
Take a look at CryEngine's road system https://www.youtube.com/watch?v=e-QFE0AJM3U If you need to generate roads by hand, there are many ways to help speed up the process. We have some links here worth checking out. http://wiki.polycount.net/Multitexture You might also find this recent thread interesting Modular builder…
Hello good people of Polycount. I have a theme on hand, and it's called 'Buildup'. I'll keep the meaning a mystery, but I can imagine a good number of you can figure it out. For starters, I have some modular wooden pier pieces. I'm keeping texture resolutions low - these use a 256x128 size - but I'm using polygons…
I think alot of people do not realize or do not remember how much talent was hidden behind the myth of NURBS superiority ( re: organic modeling ) From what I remember of the game centric Poly links I had 24 years ago, they were limited to narrow concerns sometimes with neat triangle direction strategies, optimizations but…
Hey guys! Thanks for all the great comments and feedback! Its been really overwhelming and totally unexpected. Again, a big thank you to Blizzard and Victor Lee for the epic material to work from! And all of you who have been posting your techniques over the years. Communities like this are a treasure trove of information!…
I've made a channel box for Maya that you can customize to your liking and adds/fixes some extra stuff. It will be free. Right now what would really help is if a bunch of you could volunteer to help just by using it, writing down notes for stuff that you struggled to figure out, things that went wrong, and feedback in…
Hail and well met! My name is Adolfo, cofounder and developer at Hail Studios, a new game studio. We are focused in the development and commercialisation of new games in different platforms, mainly iOS and Android for now. Our current project is Unnamed 101, a game developed for iOS that takes place in a fantastic…
My colleague Ben Garnell, who also worked on some borderlands 2 stuff said that was all just flat faces where different parts met, didn't sound too complicated (but that's just hearsay). I think if you want to mix a lot of crazy, very different guns, it's the only way. it just gets too hard to combine otherwise. We did…
Responsibilities: * Create and maintain animations for real time game assets * Augment motion capture data to create dynamic animations that flow and improve the game play experience * Develop, maintain, and evolve the animation pipeline * Full Implementation of a character into a well-established pipeline * Work with…
Responsibilities: * Create and maintain animations for real time game assets * Augment motion capture data to create dynamic animations that flow and improve the game play experience * Develop, maintain, and evolve the animation pipeline * Full Implementation of a character into a well-established pipeline * Work with…