i was right behind you when you were talking to phil about fez on desura, i didn't get a chance to say hi though, you were gone so fast.
i was right behind you when you were talking to phil about fez on desura, i didn't get a chance to say hi though, you were gone so fast.
Looking great, some variation in the tree size in the background would imo add a lot and also having the speed limit sign be double sided so you can make the back flat grey would look a bit better.
This animation that your referencing is done frame by frame, IE the point cloud data is stored for every frame of the animation so no ragdolls, physics or anything of the sort at least so far.
ah yea your right that's the only one it does work with. Hopefully i can start showing off what im working on soon enough, keep posting this stuff on PC BTW the lowpoly thread needs some love.
Delko you could easily get it down to 1/4th that size with some overlapping uv's
Example: I159.photobucket.com
Ide say wait, this is your baby if you release to early people will get the wrong idea in terms of play, and may lose interest. Wait till you have a little bit more to offer and leave people wanting more.
I just don't see any reason to pirate at all. If a games not worth my money its not worth my time.
Nice delko, keep them coming. you need to update that cop car btw.
Had to find it for anyone wondering, nice trailer.
How Will You Meet Your End? by AA Bondy is the song.
nice job crazyfingers, looking great.
Ill gladly part with some cash to help out another dev, the only thing that gets me is ill have to wait a little longer to play it.
lol i just meant a lot of this stuff was posted on polycount.
Ive seen that before... sly. This looks fun. Some of the weapon models don't seem up to snuff with the rest of the art at its current state.
Yes i agree with kasplatt, i saw that picture and the first thing that came to mind was "whoa super thighs"
Source can produce some amazing results it just takes much more work because it can be hard to work with but outdated it is not.
i typed with one finger but now its just muscle memory and i don't have to look at all very easy.
1 hp laptop, 1 macbook pro, and a crappy desktop from the 90's
source is very scaleable thats what makes it so great, if your computer can do it source can pretty much handle it.
ide like to see how this stacks up in the source engine, as of now it looks like its being viewed in marmoset.
lol its lorem ipsum, its a web development dummy text.
idk why people are having problems it was running fine yesterday on my laptop with an nvidia 7150m
Gone With The Blastwave FTW.
yea, i think most people that even use milkshape use it as a middleground tool. tutorials good though.
well the ut3 actorx .ase exporter didn't work i get a no normals problem and i cant find another .ase exporter that will work with maya 2009
may ut3's .ase exporter for maya be used with this as well?
well for anyone interested heres the polycount thread i have to say it looks a lot better ingame than just in the bake shown above.
yea, i first saw this on polycount a couple weeks ago i think
optimizing polycount as much as posable without loss in quality is of course important but your real enemy is not polycounts its draw calls
please read this... Boards.polycount.net
heres a quote from kevin johnstone "I spent a solid few months of optimizing polys, lightmap UV channels, collish meshs for everything in UT and the act of
stripping 2million polys out of a level generally improved the FPS by 2 or 3 frames."
willy-wilson
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