I think Earthquake might have addressed this exact problem in the past on this thread/post here http://www.polycount.com/forum/showpost.php?p=1421221&postcount=191
"Quake 3 took a hybrid approach with the torso, head and legs being separate skinned meshes." That's not exactly true. In QIIIA the elements with smooth deformations (torso and legs) are not skinned meshes (as in, driven by a skeleton) ; they are purely vertex animations. They can of course be authored as skinned skeletal…
I just thought I would start a thread on Art History that looks like a computer game, call me an old fart I know! So could you post any imagery from Art History that inspires you. Could you also post any images that you think look a bit like they could have been made for a computer game. For example I think Grimshaw's work…
Final: Hello my dear community. I found my old boat model I made 3 years ago. So I decided to texture it now as good as I can. This is a Soviet Tug Boat named "Project 433/73". Produced in 1948 - 1961 years. Still can be found on rivers and lakes. Albedo color: Texturing: 1. Rust layer with metal edges. 2. Paint Layer.…
Hey everyone, this is my first post... I am a student at Digipen Institute of Technology. I am currently working on a 30 second short in 3ds max. It involves a time machine being jacked by a baby dinosaur and its inventor gets left in the past while the dinosaur goes to the future. The Inventor is from 1910, at the turn of…
hey everbody. some days ago i started with my skin for the contest and want to show you some first results. i know there are A LOT of clean and minimal designed weapons in the workshop (red/white/black) in the style of the 70/80s scienes fiction movies but in my opinion they are common not clean enough. too much buttons /…
The design on your steam page is simple and more importantly succinctly communicates exactly the software's intent which I think certainly deserves serious consideration as a logo for your game, at least in my opinion. My first content creation job/commission though unpaid was in 1978, basically a anthropological textbook…
Hey mLichy, I think you're confusing the method that we're discussing with the method some have used already where they use a derivative map texture but they are using it almost the same way as with normal maps where per vertex tangents are used to achieve perturbation. See insomniacs presentation here -->…