No air in them... and its all technically "dead" weight... GET IT!! Har har! Has someone made a Lobo yet... thats all i need :) Edit: Best place to live is up north actually, in the winter those mofo's freeze :) (World War Z anyone, ha ha)
Hey Adam, The above references are a great start and I think the solution can be abit more simple than you might think. I would go with a sort of blend technique between UDK and God of War 3. In UDK's main jungle rock it seems like it started in Max(any modeling package) as a basic block out and was further…
TLDR; tell me what makes you happy, tighter? more polys? less polys? brawl more? or bra-wl less? Interaction & responses? whoa, really didn't expect this but yeah at least on my end i am hype. (for now.) @pxgeek : Yeah me to, wanted to get it out of the way though & see what happens if we did something spontaneous and see…
So I got a new job, but having probles with work visa....sooooo i have free time untill that gets sorted out. Figured id start me a character to do. I actually havent done a complete char since the last dominance war....its about time i make another. This is a concept my buddy gavin rich drew. He gave me the thumbs up to…
In GT and specifically in CARCADE.DAT cars main body have 136~244 polygons(triangles + quads) not counting LOD models(theres two more LOD models in car beside of the main model) I also don't counting bottom of the car as it use different type of face and the wheels(they are stored elsewhere anyway), theres also shadow…
As mop mentions in his dom war thread, I found a lot of strokes started really bogging the program down and performance was getting in the way. Is there a way to improve performance if things get complicated? not everyone makes shapes from a few big gestures, I like to noodle a lot
Take this with a grain of salt as I'm not a technical artist, but at least in 3ds max, you indeed have face normals and vertex normals. Maybe you can think of the face normals as the actual geometry (or purely in which direction a triangle (maybe polygon) is facing. That's dependent o the vertices, but not the vertex…
Different shaders use different specular lobes. Disney GGX is a commonly used one. Im guessing that’s why you’re seeing vastly different reflections at glancing angles… tools are probably using different ways to calculate how a roughness value will scatter the “rays” of light, and simulate the scattering of light that…
Been spamming this one about a bit Rawr. It's all in there for the lazy --> Oh, and be warned. The old background story needs a rewrite, it's shite, lol http://davidhunter.gamemod.net/files/dh3designdocco.doc Warning! a few spoily bits are included in the public version of this document. You have been warned Anyway, I'm…
Sorry for double post, i just wanted to say i have found pics of old models i did: My first 3d model: DC-17 hand blaster seen in star wars the clone wars: And other models i have done: A lightsaber (seen in the blur studio cinematic for star wars the old republic "Hope": A LEGO minifig: A battle droid from Star Wars the…