Looks like they've made some progress on the winners, just not yet though. 8 out of 15 of the Top 3D artists went to Polycount. Yay Polycount. Not sure how long we'll wait for the winners to be announced but at least there's movement. :thumbup: http://www.unearthlychallenge.com/2009/prefinals.php
I decided to make a mashup between Flash 8 and TF2. Thats what i'v got. I know that the stickman is pretty wonky at some times, however im a beginner to animating. Tell me the pro's and con's. :) [ame] http://www.youtube.com/watch?v=HsaZTy2plRA[/ame]
Thank you very much! At the beginning, like the first 3 months I worked 4h a day, monday to friday. But when I was getting closer to the deadline I had to work more each day, like 6-8 a day even in the weekends.
This game was built in 7 days, using unity and C#, as part of the #GBjam 2015, as an authentic 4 colour, 8-bit Game Boy game. Voting for this game jam ends on August 26th 2015. (if you are reading this before then feel free to give me a vote!)
so xmass is on the horizon and I might get to finally build a new comp. I noticed that AMD 8-cores are about half the price of an i7 4- core. my current comp is an AMD athelon dual core, and its been a trooper Is there something wrong with AMDs these days?
Hey folks, I'm working on a new bust, the idea is simple she is some kind of african princess with aztec influences. My goal is a realtime version. I'm quite happy with the proportions and the style of her jewellery, but her hair is still work in progress. Comments and critiques are allways welcome 8)
Here is a more recently made character. 8) The character is 9322 tris with 2048*2048 diffuse/specular/normal maps. The machete is 748 tris with 512*512 diffuse/specular/normal maps Used; ZBrush, Topogun, Maya, Xnormal and Marmoset.
Hence why I was asking of what was going to be going on in the room. A pink room with toys around a naked girl who looks like she is 8. VERY questionable content imo. Fix those changes to Im not disturbed looking at this thing~~
Yes, this is essentially what happens. The content is baked at a much higher bit depth, but converted to 8 bit or 16 bit depending on your file type/settings. With dither on, it will add some random noise to prevent banding/stair stepping artifacts.
Try giving your lightmap uv's some padding around their edges; it might be an issue with the mip-mapping that UDK tends to do. 4-8 pixels inset from the border should be enough depending on texture size and see how that works.