"Thanks for all the suggestions, everyone. I am going to brush up on low poly techniques, as that seems to be the main message you're all sending. I hope the tools have evolved from last time I did this." TBH it's really not much about any new tool or technique, but rather about one's bagage and experience when it comes to…
I have been having a good experience using the MSI Afterburner Betas' Video Capture feature. ( that does not require ogl or dx just a free no frills video capure with no watermark ) If I didn't need FRAPS for capturing 3d I would never use it again. I have a fairly beefy system but I am still assuming the good performance…
Sure, but it's not unreasonable to want a FOV slider from a game that had a multi-million-dollar budget. That's literally SO easy to implement, causes gameplay bugs extremely rarely (and rendering problems slightly more often), and is a great way to avoid giving people motion sickness. Implementing multiple resolutions can…
Black
screen, This quote fades into center. “We'd
stared into the face of Death, and Death blinked first. You'd think
that would make us feel brave and invincible. It didn't.” ― Rick
Yancey As
the quote fades away and the camera focuses, you see a mother and
father in a forest at dusk/late sunset. The forest is very…
I am happy with mine, had it about a year now. Problems - 1. There has been the odd issue with the built in microphone. 2. If you are a maya user the instance key is zero on the number pad so you have to click Num Lock to access so you will want to change that in maya. 3. The duel process cocks up from time to time…
Thanks for the input. While I get where you are coming from thats actually the opposite of what I wanted to do. I believe I "may" have figured out the solution. I realized you can double click to get to the meshes properties, move down to the movement tab and type in "0" for the x,y,z coordinates. This places the pivot…
Increasing the padding basically adds more texture space outside the wireframes of your object's UV space. If you fill the texture space exactly, then you run the risk of the UV lines showing up because they're unpainted. Increase your padding and overcompensate. There's no harm in adding more information, as long as you…
Here are a few turd-like work-in-progress pics of the other illustrations I'm pretty far from completing. I started off with a dark and moody Cassiopeia concept. I thought it had potential but was too sombre for in-game use. I liked frill around the neck concept and the tail of roots so I kept them when I reworked the…
haha yeah that asset would have never gotten approved in a game =D An intresting train of thought though: I guess I could achieve similar results with lets say a 1k or 2 k texture atlas especially with the help of a tech artist and a decent lighting setup. Considering that normals usually take 4 times more memory than…
yea unless you are getting this like directly filling the camera like literally 90-100% screen space you dont need the little feet or any detail on the bottom really.If its for a puzzle where you click to dial and the camera is right up on it I would go way higher poly (3-5K), right now its kinda in the middle zone. most…