I have had better results with the Nvidia 6800 than some professional cards *ahem* "wildcats". The eVGA card has a lifetime warranty and I think they are going for around 130 USDs these days. I've heard good things about ATI's x line. I didn't realize they had an AGP version of the X1600. maybe check out…
Hi Everyone. Here is my latest finished Game Character Aquamarine. He is 17k Tri's,Built and rigged in Maya. Textures comprise of 512/1024 for Diffuse,Normal,Specular and Emissive. Rendered in Marmoset. Time taken,roughly 130 hours excluding rigging and rendering in Marmoset. Hope you like. Breakdown shots. Diffuse and…
Didnt intend to turn the thread into a love / hate mmo's love / hate korean arts love / hate popoi female thread. Just thought I would share the awesomeness thats been done here. Something ive learned in the past year - there is absolutely no way to please hundreds of thousands of people equally with design, customisation…
So after getting someone with Maya and Turtle to bake me some example radiosity normal maps it turns out my maxscript is creating comparable lightmaps to turtles (normal basis wise). So the problems i'm seeing must be shader-side. The shader function I have for calculating the lightmap output is as follows:float3…
I know I may have missed the meat of this discussion, but I have put together a huge list of mobile game engine if you're interested (more than 130 in total): http://mobilegameengines.com I suspect the vast number of engines out there will give some more food for thought. One doesn't have to go with one of the big 2-5…
Hey Polycount! I’d like to share with you some of the work we've been doing on NoseBound, a stylized noir adventure game developed under my indie label Quarantine Interactive. NoseBound is a serialized, point-and-click detective game set in a surreal, dark, and gritty city inspired by 1940s noir cinema, with elements of…
Thanks for the tips @Eric Chadwick! I originally had the stones as tileables but wanted to get a seamless transition between the sidewalk slabs and stones. 100% agree though that I lose alot of variation using the tileable. The point of vertex painting was nice. Perhaps I could do that for the slab/cobblestone transitions…
Great to see such enthusiasm! :) Here's a project I recently completed: modeled/unwrapped/retopoed 100% in Zbrush. There are a lot of different workflows/techniques/methods and most everyone does it a bit different. It's really something that you have to fully explore and experiment with yourself until you find ways that…
EDIT - Ok the map has been updated! check out the new screenies below! Hi guys, Not posted here in a LONG time, Unfortunatly its not art im posting this time, I've just recently finished up a tf2 map and was wondering if anyone is interested. It took 130 hours to complete and im DYING to try it out with a full server.…
Too many companies in the uk supply internet though. I pay £150/£160 a year for 20mb & pay as you use landline. £130 of that is line rental. I paid the line rental up front to along with a few other tips/tricks to get it reduced so much. I pay £2.50 a month in total without using the phone, for internet. Talk talk btw.