I'd say "that looks neat" but my effing god I havent had to put up with so much bs just to watch a video since real player was king. Buffering every 10 seconds and three times I had to put up with "please age verify"...
The t-page is a 1024X1024 and here is the wire frame. Also the player was meant to be able to interact with the object and the poly limit as of right now is 694. I tried keeping the res in the arches but it kept pushing more than 700, couldn't figure out how to get away with it. Also wireframe
[ QUOTE ] This makes me really miss doign pre-lit textures. [/ QUOTE ] I still do a tiny bit of light rendering on the textures, I think it improves the look since you can add a bit of a standardized light situation that the player is prepared to see and will accept quicker.
"Reverse"-racism and the term, its all racism. Japan. People who think all brits sound cockney. Political Correctness. The NFL taking players more athletic when they lack the basic instincts needed. The word 'mom'. American accents. The word anime somehow pronunced anim
Now that I have finished modeling my Fancy Lad player model, I am starting on a Nordic Brawler, just started the head tonight, not sure what type of hair to give him? Helmut? pony tail? bald with braids coming off side burns and beard?
Currently, it is not possible to directly edit the normal or AO map when loading those textures as input maps. The contents of the layer stack are blended on top of them (overlay for normal, multiply for AO). What you can do is load the normal and AO maps into a fill layer rather than as input maps. This way you can paint…
I very much respect Sony and the positive impact the company has had on our industry. I could say the same for Microsoft and Activision. And any creative companies building, creating, and providing resources that fuel and enable a healthy economy of players and developers. Without a full view or understanding of the impact…
Schell Games is a highly talented group of artists, programmers, producers, and game designers led by game industry veteran Jesse Schell. We're the largest full-service education and entertainment game development company in the United States. Since 2002, we've worked with world-class clients and partners to create…
One more thing to keep in mind is that it can be best to stick to a standard texture size. Most people understand this as a rule but don't understand the logic behind it. The way I understand it is that its easier to load and unload blocks of textures if they're the same size. Unless your using id tech5 which compiles all…
When I was doing lighting, my day went something like this: Sync to perforce, review the log and look at any changes that were made to the layout or environment since I last looked at it - both in Maya and on console. Since the tech used shadow casting geometry that was used for dynamic lights, if the level was modified…