Hey Guys, My first thread on this forum. In all the years, I somehow never registered at Polycount, but now I'm here! Anyway, just wanted to post something I've been working on here. I hope I'll be able to load him into the Unreal Engine 3.0 and implement him into UT2k7. Here we go: And here's the lowPoly so far: And a…
Play on crisis meme, but can it do layers? while also painting on said layers, can it do, i found this to be the test in an alternative app @5k and 2.gb's "mem" starts to pick up rather quickly in said app. Just mentioning this, looks cool.
The quick and dirty way is say you have a 24 frame cycle then simply select all your controls and shift left click frames 1-23 go to 24 and paste, works a charm. Rinse and repeat for however long you want your cycle. If you use quicktime pro it's very easy to extend loops seamlessly on there as well with the crl c a…
Yea... as much as i want to get excited for this... i just don't see any reason for it.... more action.. less horror... more wise ass Isaac, instead of him being a very disturbed survivor. I see more action oriented AI... which means you will prbly get more ammo to dispatch them... which means, less emphasis on placing…
on a sidenote, a friend at work is working on a webGL (firefox 4 and chrome compatible right now) engine. Right now he is more busy with core stuff such as smoothing groups, normals etc. but something like that would be really nice. Like a polycount supported online viewer where people could showcase their models with.…
If you look at the reference, you can see that every step is very fast, you need to be quick on your feet in MMA, boxing or other martials arts. Right now the feet in your anim are slow, linear and they slide around. A good idea is to place key poses when there's contact with the ground, if you nail the steps to the ground…
I think the fact that Steve Perlman is the principal behind this venture should lend enough credence to this not being vaporware. The guy was working on online gaming before the public knew the internet existed. Back when the most senior members on this forum were blowing dust out of their NES cartridges in their pajamas…
Hi guys, i'm making a diorama based on a concept i've quickly scribbled in photoshop, i would like to get some feedbacks on composition and texture. I've made the brickwall texture and a quick individual brick (i'm going to make more of them) to dress the "destroyed" part, since it's probably the most important texture in…
Are you interested in joining a small passionate team working to create the future of VR anime games? We’re looking for an experienced 3D Environment Prop Artist to help bring PROJECT MIX to life. RESPONSIBILITIES: * Create high-quality, 3D assets in an anime art style * Model and hand-paint textures for objects like…
so.. what do you guys use? I'd been using jpg's for a while, but really didn't like the quality I was seeing, even on 'max settings'. So I recently started using .png's, and the only complaint I've heard so far is a problem with the Quicktime plugin resizing images even after the browser-based image resizing is disabled.…