Because bad experiences resulting in bad sales doesn't affect piracy rates. People still pirated their game drm be damned and they still pirated competitive titles like say crysis 2. I already pointed out that drm is a problem for a legitimate consumer, the pirate trackers are just as popular as ever.
Would it be bad compositionally to have more props and details up close near the viewer, even though a majority of the design leads the eye farther down? Now that I type it out, it sounds like a bad idea. Another change is just removing the X-pieces for more pipes. Some paintovers.
Thanks EarthQuake! I did just that but I have a question.. http://img379.imageshack.us/img379/9342/sworduvwou8.jpg The problem is obvious, my UV layout is scrunched (Bad), but the texture shows no stretching (good). If I reverse it, my layout is correct (good) but the texture shows stretching (bad). Thoughts?
Yeah UT3 is Epics. Midway had nothing to do with it but publish it. Figured you guys of all people would know that. UT3 didn't do so hot because there was absolutely no advertising for it because of Midways serious lack of enthusiasm for it. UT3 really isn't that bad or as bad as many of you make it out to be.
looks like bad uvs... you need really clean uvs if you like to paint in mudbox... no bad overlaps and enough space between the shells and to the uv space border... if you have a symmetrical mesh with clean overlapping uvs turn on "paint on overlapping uvs" in the prefs...
@Xoliul: wiki http://en.wikipedia.org/wiki/Luminance_(relative) @radiancef0rge: Memory and compression. You need as much precision as you can get when it comes to HDR fake, and alpha textures are compressed pretty bad which means bad precision. Notepad++ for previewing shader code.
This sounds like a really bad situation for ya but why would you post such embarrassing information up here. Maybe gear the thread more towards life in the military in general? Instead it comes off as a really bad blog post. AND yes thank you for your service....
using the mesh as collision is very bad. Yeah it may work fine in a small level but on a real production scale it's a bad idea. Collision primitives should be as simple as possible. I would maybe try to match that ring as closely as possible but maybe skip every other edge or something. Remember to keep it convex.
Get a devart- thought it's full of old pervs, scene girls and bad anthro's done is ms paint, it's still a pretty good place to store images (and occasionally get feedback from dirty old men, scene girls or bad anthro artists ). Love that you've not overdone the specular - subtlety wins here. :)