Instead of doing a batch on multiple peices and then having to combine them all later, you can just create an "exploded" scene where you move your objecst appart so they arent clipping together, then you can render your normals/ao all in one go and save a massive amount of time worrying about batching etc
Well, there are easily over 1000 polygons in the hands. You may not think so, but I was looking at my poly counts today and had 800ish with less detail. Thats almost 1/5 of the models poly budget in 1/50 of the volume - areas that arent that noticible in game. There are more polygons in the hands than in an entire quake 2…
Keep in mind that alot of 3d apps arent that well multithreaded for use with processors like the i7 (3dsmax). You will get a shit ton of power in the rendering but in the viewport mosty things will be restricted to one thread.... I fairly often get system grinding lag on 13% processor usage. (thanks to the guys that…
KDR, yeah it would be a btter idea to get rid of all those planes and make it just one bigger one. The belts have yet to be tweaked. Good spotting on the back of the head, theres definitly some verts there that could be weilded. As for the sleeves they arent capped, just a single row of polies there. I put in the side of…
[ QUOTE ] nope it is not a Joke. [/ QUOTE ] Sorry about that. Just couldn't tell (based on the typing) I'd say you don't need shipped titles, just a solid portfolio. If you can do what's required, someone will give you that first opportunity. After all everyone needs to start somewhere. People arent born with shipped title…
im screwed arent i ? notman you have been a great help man ! so i guess yah..its the damn power supply, and the compouter technitian also considered it since on his tests he didnt push the graphic cards...agh...still keep em coming /me picks up phone and dial technitian number.
It depends, at the lowest level you create shaders with the material editor. You can create material instances of existing materials and just change values (this is how most games utilize "Shaders", having a master shader with lots of values that can be edited). Also, there arent really any "best" shaders in UE3, just make…
I had to interupt the werewolf for this, gonna go at it once i finish this guy here.. started him today.. credits to Xcloud for making such an excellent model, i traced it with photoshop for reference images. hands arent modelled by me but are from ravensofts' kyle model.. i can make em myself but i was too lazy since the…
'If I may... Um, I'll tell you the problem with the scientific power that you're using here, it didn't require any discipline to attain it. You read what others had done and you took the next step. You didn't earn the knowledge for yourselves, so you don't take any responsibility for it. You stood on the shoulders of…
Schell Games is a highly talented group of artists, programmers, producers, and game designers led by game industry veteran Jesse Schell. We like creating family-friendly games that are transformational and fun. Presently, we focus on creating a wide variety of innovative gaming experiences including theme park…