hey guys, iv followed ur advice and chopped the mesh up into several pieces. Iv optimised the mesh a lot to create the low poly version. Its at around 5000 tris at the moment and still maintains the same overall shape. il post some pics of that 2mora. Really gona be trying to progress with this pretty quickly over the next…
After seeing these screenshots I've decided to go buy an Xbox One tonight after work. It better look like this "in'game" and not be PC screenshots :D hehe I wish this was out for PC!!! save me $500. Great work. Love the outdoor forest scenes, just clean and awesome. Amazing work! Random question: Was the vegetation…
You seem to have an idea of what you want to accomplish but I don't really see a fixed goal. This makes it hard to give advice. Hair can for instance be fixed in a number of ways. None of which are better than the other, they are just different approaches. So I would have to join @Michael Knubben in this one. Start you own…
After implementing changes to topology, saved over 500 tris while maintaining the silhouette. Thanks guys! bake bake :] Just tried XNormal for the first time, love it !! super fast and easy to use 8] Texture progress to be posted soon: *EDIT: SORRY dii !!! I'll be sure to get it right from now on ! xD And thanks for…
You get these errors in the following cases: - More then two vertices on the same edge without them being connected (triangulated) to another vertex - Faces that have are made up of vertices laying exactly on top of each other After you done the checks described by e-freak, delete all the marked vertices, edges or faces…
Your terrain looks kickass but from what i gathered in the wip thread the polycount is extremely high. I have my doubts about the practical usability for anything that goes beyond a portfolio showpiece. There is a reason why the regular terrain in CE uses lod steps for the tesselation. The guideline from Crytek is 50k tris…
Adjusting the curves of your animation gives you the ability to fine-turn your motion to suit your needs, and drastically change how the points move in 3d space to give a much more fluid and organic look instead of "computery" linear movement. See also: [ame= http://www.youtube.com/watch?v=G67wkgmC_Ck]Pop & Lock[/ame]…
Hey guys! We got knocked down to 6th place, please vote for us or we miss out on $5000 in funding! Go here to vote, you only need an email. http://saltvalleytally.com/campaign/detail/272 Here's some WIP textures I've been doing for the game. https://dl.dropbox.com/u/5301613/Cape%20Chronicles/textures/brick01_SAMPLE.jpg…
I like how it looks like it belongs to the Agatha faction, but I think the axe blade is too thick. It might work in WoW, but I'm not so sure in Chivalry. Then again, they have 50lb mauls already in game, which should be impossible to swing effectively...