I've built several other Polycounters machines so I'll try and give some help. If going with Vista just purchase Vista Home Premium 64 bit. Between it and Vista Ultimate 64 bit there are not enough reasons or features that validate it's purchase at a higher price point. Since you live in Maynard, take a trip down to…
Nope, not really. Takes a bit more effort to make good metal. These two tutorials should give you some ideas. http://forums.cgsociety.org/showthread.php?f=46&t=373024 http://www.iddevnet.com/quake4/ArtReference_CreatingModels#head-3400c230e92ff7d57424b2a68f6e0ea75dee4afa Also you need to use Overlay when blending normal…
I got my AMD64 3700+ (san diego arch w/ 1mb cache) cpu retail box kit (w/fan) for a cool $230. And the asus board was about $120~ Thats VERY cheap compared to the lowest priced dual-core cpu for about $350~ #1 thing to watch out for is socket 754 vs 939. Dont buy 754 boards or cpus! You might find a very good deal on 754's…
Also another problem I am having is how I can make a decent bump/normal in order to give the right feel of up and down little dunes of sand? So far this is the best effect I coul dget but It fees flat :( ..... http://img38.imageshack.us/img38/5102/37772783.jpg
[steam] subtools are a half assed. half baked. weak as f__k implementation of such a fundamental feature as working with multiple objects. the technical wizards at that company have absolutely no f__king idea of usability. pixologic is an oxymoron [/steam] you might want to take a look at this plugIn :…
Hey HP the gun looks sick. You did a great job with both the low and the high poly. I do have a few suggestions on where you could possibly cut some stuff though. Also, do you plan on getting this working in the cry engine? Keep at it man, I look forward to seeing some textures on this bad boy.…
Very cool man, so are you a 1st yr student at PSQ? tell Ivar he might see me wednesday at Nordic Games. :P Hope the party was good the otherday :) The fire hydrant white stuff looks more like something else than scratches or damage. maybe wax or something hehe. take a look at Racers tutorial: http://www.vimeo.com/3779494…
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…