The best way i know of is to add more terrain in photoshop. If your heightmap is 2048 then make another heightmap that is 4096 and blend the 2 in photoshop with a layer mask. Try and make the borders for the "background" heightmap roughly the same height as the edges of your "gameplay" heightmap. That way when you paint…
Interesting reads. Personally I live in Kirkland and Commute to Seattle via 520 to my job. At around 7:30-9 it's actually not that horrible, usually make it in about 30 minutes. I can't imagine why going the opposite direction is worse, I don't notice the people getting too jammed going the opposite way. Rush hour in the…
just giving a shout-out to Bogdanbl4 for winning the fanart comp http://reveal.diablo3.com/en_US/art_contest/#!/gallery/most_recent/5253 http://www.polycount.com/forum/showthread.php?t=99126
Hey Istonia, I've just been doing some tests for you. My build specs are: Mobo: Asus P8P67 Deluxe CPU: Intel i7 2600 @ 3.40GHz RAM: 16GB GPU:NVIDIA GeForce GTX 570 (Superclocked) On a scene with 540672 faces things that seem to slow down viewport performance are; hard edges all, wireframe and shadedWireframe. Number of…
one of the dontnod programmers released a sort of ok chart of some gloss values for use with your typical "physically based" shader. http://seblagarde.wordpress.com/2012/04/30/dontnod-specular-and-glossiness-chart/. I think kodde made a chart like this with his similar shader. what i usually do when i'm unsure is find a…
- made the boiler bigger - added metal scales to the front shield (not yet sure if I model or texture them) plans: - redo the front shields "spikes" Vert Count so far: 5254 Wireframe:
I have the following code (from the UDN Mouse Interface tutorial): MouseInterfacePlayerController.ucclass MouseInterfacePlayerController extends PlayerController;// Null this functionfunction UpdateRotation(float DeltaTime);{ local MouseInterfacePlayerInput MouseInterfacePlayerInput; local IntPoint MousePosition; // Cast…
Hi! This is a thread im starting to document some of my progress on a portfolio style environment piece in Unity using the HDRP.. The projects main focus is using a photogrammetry scan of a massive abandoned linseed oil factory I did about a year ago with a friend but didn't have time to really work with until recently. Im…
I've been trying to solve something for about 3 days now and I have absolutely no idea what to do at this point. I'm basically stuck until I can get past this part. I have a problem with a bipidal rig where weird stuff happens if I try to mirror joints from one side to the other. I'm happy with the weights and the joints…
I working a bit on optimization and now its 3856 (the original is 5256) triangles.Here is an image to presentate where i optimize it.The reds are the original meshes and the oranges are the optimized ones. I hope thats enough to get "realistic" tricount