i found this really cool, i guess since the guy didnt want to wait for psp, he went and created a handheld playstation 2 http://www.benheck.com/Games/PS2p%201.htm if you look around his main site he also has portables of other systems he created, along with how he made them
Hi , seen somebody at another forum created an swf flash file with interactive 3d !!! http://www-personal.umich.edu/~peteralt/files/chinesestreet_inprog/test1/house%20test.swf from this thread http://blenderartists.org/forum/showthread.php?t=123911 now , what i'm thinking of is , making my own model into an interactive swf…
they finally allow you import custom sounds into ps3 mods. http://www.beyondunreal.com/view_story.php?id=12962 if your too lazy to click Epic Games has great news for mod developers: Custom sounds can now be imported for Unreal Tournament 3 mods for PLAYSTATION®3 using Epic Games ATRAC3 mod tools, which are free of charge…
well googling didn't help me much and my camera held up to the tv isn't turning out the nicest results. Anyone know if there's a way to take screenshots on a ps3? Just finished mirror's edge btw and it looks fuggin awsome, especially all the unlockable art. Hoping to take some screen grabs and stick them in my insp. folder…
Eh I like this one!! A low poly model and no normal map here ^_^!! Did you try to export it on PSP? or maybe only view a screen of your character on PSP? This is a very interesting work! I want try it too!
I'm having an issue with Photoshop CS4 slowing to a crawl on Windows 7. Especially noticeable witi brush lag. Disabling Aero seems to fix it, but has anyone else found another solution to this bug? (I like having Aero on)
You need to define next-gen at this point - do you mean 360/PS3 or do you mean PC/PS4/Xbox720 type specs? In Red Faction Guerrilla and Red Faction Armageddon, the third person weapons were 2k-5k depending on size and complexity. In the case of RFA, they were shader-bound, not vert-bound (I'd imagine they were pretty even…
Hi! So here's the deal. What I want to do is to do a batched rebake of all the texture layers that are applied to one mesh (I'm talking about its source PSD layers here), and apply them to another one: a newly created mesh that I unwrapped individually. My "original" model has a PSD with ~50 layers, and manually applying…