any technical data available on what the update is ? looks more like a point update at a glance.. edit higher res video here http://uk.pc.ign.com/dor/articles/965172/cry-engine-3-video/videos/cryengine3_trl_032309.html and little bit more info here…
From their site: What are the PC system requirements? Recommended: * 3 Ghz Intel Pentium 4 or equivalent processor * 1 GB System RAM * ATI X800 series, NVIDIA GeForce 6800 series, or higher video card Minimum System Requirements: New! * Windows XP, Windows 2000, Windows XP 64-bit * 512MB System RAM * 2 Ghz Intel Pentium 4…
Well I don't know how long ago you tested it but I've been using it production for quite some time now, version 3.1 even included some updates to retopo like having separate groups of retopo objects in a layer style panel. Edit: You can see that panel in this little video I made. http://vimeo.com/6293748
References, references and references! Modeling a human figure is not different from modeling anything else, in the sense you ought to know what you're modeling. The only difference is that you think you know how men and women look like, but that's... untrue, and deceitful. Here are a couple of thread to help you jump…
Woot! release date announced: http://www.gamespot.com/news/6233351.html?tag=latestheadlines;title;1 Also a double woot as i also got my contract extended at EA :P
Hey man,I totally agree with everyone else.Your Models are just not good enough to get a job, I would totally ditch all of em. The anatomy is bad,design,textures. I would focus on your animations more, but really to tell you the truth i think you are gonna need a hell of a lot more to your portfolio to get a a job. I know…
I had problems importing back a modified base mesh from max (ie polycount mismatch) and turns out i needed to re-export as editable poly because that is how i originally exported it. So try editable mesh first and then editable poly. http://boards.polycount.net/showthread.php?t=62043
The Portfolio I showed was far from polished as it was created at the last minute due to time constraints on the position. What impressed them most was my involvement in the MOD community and working on team related projects such as a custom art TF2map, along with an UT3 MOD, ect as I was told this shows I have a passion…
well idk if the modtool would be able to be used with the neoaxis sdk but if it does great i'll see if i can use it but i use photoshop cs3 for texturing and sig making, i know you all are trying to teach me better but i use dial up and so downloading programs aren't that easy lol another thing i need crates and stuff but…
Yeah, Laurens Corijn, a.k.a. Xoliul, created the shader as a working product of something he and Doylle came up with over at game-artists.net The link on these boards is here: http://boards.polycount.net/showthread.php?t=62006