handplane has been released and support has been moved to this thread: http://www.polycount.com/forum/showthread.php?t=116899 Hi Polycounters, handplane is a new tool being developed by Luke Hodorwicz and myself with the goal of solving tangent basis mismatch issues across multiple game engines. We are currently at an…
Hi guys, I present you the demo i was working on during my school year at Gamagora (french 1 year school for video game) for the last 3 months. Download link - 700mb - http://www.shadowdiver-game.com/demo/ShadowDiver.zip So here it is, our project was presented yerterday to some profesionnals, teachers and random people…
Hi i am working on my first "real" gun, i have done a sci fi gun before, so this is my second. Actually i wanted to model a HK 416, but after watching some references i gave up. I chose the ingram then, because it has a much easier geometry and no crazy curves everywhere. This is what i have so far: There is much to do. I…
Decided to give this a shot and model a gun. Its a bit too square still and i accidentally left symmetry on and the ejector port ended up on both sides.
Today to me 18 years, my friends. It is a turning-point in my life. It would be pleasant to esteem your congratulations. Day has been lead to fun, all over again and up to the end. First, as well as it is necessary, have celebrated a huge feast. Have gone to mine to the uncle to a shooting gallery at night. Photos I result…
Well hi im new here, My name is Tyler Newton and im fascinated with 3D and 2D art and i would enjoy having some comments and critique. I used 3Dsmax 9 and Photoshop 7(cs3 freakin laggs) This is actually my first fully textured weapon but i think the texture still may need a bit of work, any advice? So heres my mac 11 wip:…
Just saw this over on the Unity forums. Some of the content looks pretty neat :poly124: http://developer.download.nvidia.com/assets/gamedev/files/gdc12/GDC2012_Mastering_DirectX11_with_Unity.pdf
TLDR; Normal maps are limited in what they can do by their bitrate :) As you said, when you're using tangent space normals, it alters each vertex's normal by adding onto the model's vertex normals, so because OP split the vertex normals, the normal map is the limit to how well the split can be covered up. The normal maps…
This is exactly the kind of thing that a lot of people say to me - heres why I don't branch out. I AM branching out by making girls lol. Since I started in games heres a rough count of what I have made (just skimmed over my folders and counting whats in there kinda rough numbers) inhouse and freelance. Environment props:…