I like the model, though one thing you could do is scale the snout in just a bit. Right now, it's a bit difficult to focus on the character's whole face. This could improve it's real-time cinematic appearance. The UV layout looks solid, but there are some thing about the texture that are confusing. The shirt continues past…
Some quick things: this post will probably be moved to the pimping and previews section. Also, it helps to also post the front/side with wires. You only really need one perspective shot. For textures and ut2k3, up to 1024x1024 is a big texture map, and multiple textures are ok. For this character, I suggest of 512x512 for…
That's all covered in the real news video I posted as well as the article, as well as anywhere you really look James. First, that was the only violence attributed to any protesters at any points so far that I am aware of. Second, it was extremely suspicious. Every eyewitness report I've seen (which are numerous) have been…
Voicing frustration? Come on Vig, this isn't your blog. Just kidding. :-) OP: Yeah, saving the save game files to a cd or harddrive should work. Apparently there's some issue with GTAIV and GFWL accounts (whatever those are) - but for most cases you should be fine. You can always google "transfer steam saved games" or…
"Pricing for the UK market looks set to be £359.99 when it goes on sale in March, with the US able to pick one up for $399 now" Taking the piss surely? They MUST mean £259.99?
Yeah, it's for Daniel's class. So... Here's a small update. First picture is about where I stand right now. Just been using the checker pattern to check the texel density as I progress. I'm using the floor tiles which the figure stands on as reference. (Those tiles being completely covered by a 256x256 texture) I've then…
Thanks for all of the kind words guys, I truly appreciate it! Salman: The majority of the assets above used One 512x512 set (Diffuse, Normal, Spec). A few of the larger ones used Two 512x512s, and smaller ones would use 128-256. It was a lot of fun and challenging to work with lower res textures. I really learned a lot…
I think he is looking for a streamlined way to view his 2D flats on the model. I set up a save/save as action in PhotoShop. It saves the file as a PSD to a specific folder, then saves it as a TGA with the wire overlay and as a seperate TGA without. I then use the material editor in max7 to switch between the two textures…
hmmm i'vew been working on a wii project with 10 characters on screen, it was a chariot racing game so you had 2 horses per team on screen which where at around 1000 tris, 1 fighter per team and 1 driver per team, the driver had also around 1000 tris and the fightes around 850 and a chariot er team, every piece of them had…
I'm curious what kind of framerate/interactivity you guys are getting with 1million+ poly meshes. On a 1mill mesh, I'm getting around 10FPS, strokes are lumpy and its just generally hard to work. It's a real pain in the arse, especially as Skymatter have a video on their site of a 14million poly mesh with a framerate…