Man...how awesome is that. As far someone wasting time on something, i think this is for a MOD so its great you went the extra mile. Excellent practice :D Quality i expect from epic tbh. Sweetness :D
R4 specifically, not its far superior cousins :D (I have a MicroDS, tis great for homebrew etc.) EDIT: http://www.thinq.co.uk/2010/6/21/nintendo-3ds-gpu-revealed/ Almost have official specs! :D
very nice. diggin the reflection. :D im a bit keen to this piece cuz i recently (sometime about 6 months ago. lol) made one myself. :D http://img.photobucket.com/albums/v666/Oniram/models/NewCam.jpg
I thought it was completely over for CE but dat changlog ! :D Have they re-writeen the whole engine from scratch or something ? http://docs.cryengine.com/display/SDKDOC1/EaaS+3.7.0 I know many here dislike the engine. I completely understand. Still as an old CryEngine fanboy I am happy :D
RIGHT! thought I would finally make a sketchbook :D ANY and ALL crits welcome! but please keep in mind that im still young and only just about to finish uni ;) 3D: RIGHT! thats an aweful lot of uploading for now...I'll add a description after a break haha! cheers guys! :D
So, did a litle more R&D and it seems that I might not have to create a Visob and light portals after all. from my research, it seems that those things are just a precaution against light leaking...? Can anyone confirm this? I like the result I'm getting with GI/Ambient Ground Color/Sun Color/Environment Probe. This is the…
Those are decent ideas, but let me give you some cascade specific advise on how to get this done. First you need a static mesh with the butterfly, just like deels up above. You need that v in there. If you made each at 45 deg to the floor, itd be perfect. Place the mesh into an emitter in cascade, also place your shader…
@Khalamea - Ya that cliff wall is something that has been bugging me for awhile, and seeing how its as obvious to others as it is to me im definitely gonna redo it with a bit more love. Ill also add some wear and tear to the other portions of the ship, thanks for the crit :D @Douxan - Glad your liking it, and yup ill be…
Perhaps an overreliance on scans, automation, and the lack of proper perspective in Zbrush are more to blame than any conscious decision from the devs ? There are many, many ways a head model can go wrong - and even details as seemingly insignificant as the lack of cast shadow on a eyeball or a hairline being a few…
I’ve been working on quad remeshing workflows for animation and game assets, specifically around edge flow consistency and deformation safety. Most automatic remeshers are fine for previews, but I kept running into problems on denser meshes where diagonals and uneven flow made rigging unpredictable. Below is a before/after…