okay, as you say your open to new features here comes mine (actually i said that a page before, but there was no reaction whatsoever) a 3D preview window! http://help.adobe.com/en_US/Photoshop/11.0/WS2D467BBF-7486-41ae-8028-0E159578AD88.html…
bandwidth exceeded ... harumph if you do go with a non-flash vid, 414mb is far too big for a showreel. You could divx that down to a fraction of the size
[ QUOTE ] Daz: The framerate is absolutely top, it dips only barely for me in huge visceral battles. More than acceptable. http://www.theinquirer.net/?article=41921 <- This is what happens when paranoid morons have their say... From what I can tell, this article basically says "All that amazing, hard work these developers…
One of my favorite things about the game so far is that decent-looking armor is available sooner rather than later. In games where armor sets can look potentially awesome, it really pisses me off having to walk around in rags and horribly-mismatched gear until end game scenarios. I'm really digging how my character looks,…
[ QUOTE ] Nope. But if you can export your file as an .obj, you can import that into Blender. [/ QUOTE ] Ya...maya PLE can only export it as a .mp (I said .ma first but it is .mp) and .fbl... I did find a mel exporter thing http://highend3d.com/maya/downloads/mel_...mp;&id=4120 Don't know if it will work for PLE, but i…
Exporter work with the Uvs! (yeah I know this not so exciting to read). The exporter will also add extra C++ line to make ready the model for instancing in Open GL! Once the openGL read the data it stocks it and I can call the model as an intense during the simulation. I also found a way to insert texture data in the *.exe…
Don't know if there's any such tutorial, but here's a wireframe and texture for a couple of 500 tris characters I made some time ago... The best advice I can give is silhouette, silhouette, silhouette! Keep that in mind and keep spinning you model around to check all angles and tweak the vertexes accordingly :P NUDITY…