Thanks very much for your informative and very valuable reply Ace-Angel. Its very helpful to someone like me is new to the whole process. Its good to be able to make well informed judgements on how to proceed so as not to cause bad feelings between the two parties so early on in what I eventually hope to be a career. I…
Alright, on to round #4 ! Since painterly rendering is being discussed here (I still have to through all these crazy diagrams you guys linked ... heavy stuff !), I thought I'd do a very simple color pass on the earlier sketch, just to bring across the point that not *everything* needs to be rendered and modeled. Less is…
1. Build your own desktop. 2. Mid range GPUs are fine, newer is better because they are more likely to be supported by newer APIs like DX12. The GPU basically handles real-time visuals (like a game engine or view port). GPUs can also do some parallel processing for things like baking AO and Normal Maps, but GPU compute is…
Thanks guys, and frankly switching from TGE to TSE is the least of our worries. I mean we started looking at battlefield 3 years ago, then promptly changed to UT2k4, which was then going to port to Tribes:Vengeance as part of our original agreement with Sierra/VU, but that didn't work since T:V was changed so much from…
I can't speak for everyone, but the sub-D stage is the mid-point. I use that mesh to generate the base high poly, and LOD0 by removing unnecessary verts/edges. Unreal generates usable LODs 99% of the time.
I know I am 10+ years late but I am wondering if anyone can reupload this ancient tutorial. It is full of great techniques from that early-mid 2000s era of texturing.
Hi there y'all! I guess this kind of posts have been talked over and over, andsorry for that, but here I go again: So I've been working as 3D Artist now for almost 3 years now (including an internship), although the work experience has been in a couple indie-ish small studios. You know, like where you do lots of different…
Does this count as a character? God I hope not.. :poly122: Quickie overview.. After finishing up the 'mod facade' challenge I quickly moved on to a new scene I want to have completed before the end of the month. The idea came after I saw a concept by Feng Zhu while in search of something to practice my hard-surface high…
The Biohazard Project is a collection of classic scenario's based on the events of the popular Resident Evil franchise. We aim on delivering the best nostalgia injected experiences on the Source Engine in a new and exciting way for old and new fans to enjoy. This mod is a total source conversion and will include all new…