yeah, its pretty funny =P but Its not like yuor not getting ANY responses. I think your somewhere around the "pretty good", so dont worry about it too much =P link to my Ninja thread if your interested: http://polycount.com/discussion/172679/stylized-ninja-character
In post #133 i commented on the draft screen and ive played ranked solo to 1420. Ranked solo is a bit of a silly concept for sure as its pretty much luck of the draw, and im well aware of how silly it is to argue about a teamgame when youre tryin to play solo. However, ive also played in 5man premades with people upto 1700…
This is unfortunately such a trend in schools that can easily be corrected. It makes me frustrated for people like you because it shows you are clearly being taught a disconnected view on the industry. Here's a few articles and rants I've written, please read them, and if you are still in school - and have teachers that…
OK, so here is the final stats for my first computer. My build was a complete success. Now I can load UDK and Photoshop without any slow down at all. COOLER MASTER CM690 II Advanced...............................$89.99 ASUS VW266H Black 25.5".............................................$279.99 Intel Core i7-930 Bloomfield…
Just because it is very obvious, you REALLY want to increase the size of your edges or you will just not get anything out of them when/if you bake it down. http://dl.dropbox.com/u/1725586/crits/edgewidthmodel.jpg You can really see this on the EOTECH in particular, it all looks like 90degree angles where it really wants to…
Hi Guys! Chris Gilbert from Knald here. First and foremost I want to thank all of you for your invaluable feedback over this past week! Second, I wanted to address a few of the issues folks have been having. * License Server Connection / License Validation ErrorsThe primary cause of the issues here were malware…
I'm calling this done. I've got quite a bit of assignments to do so I had to finish her up. 17626 triangles 2048x2048 for the main textures 1024x1024 for the secondary textures Feedback would be appreciated for future models :)
Well let's do the math here. Assuming DXT1 as a basic texture format, normal map specific formats might be smaller as they're optimised for unit vectors. http://en.wikipedia.org/wiki/S3_Texture_Compression#DXT1 16 pixels per 64 bits of data. 512x512 / 16 * 64 / 8 = 131072 bytes. Let's add mipmaps. Total comes to about…