I've personally disabled autosave and enabled increment on save instead. As long as you save often you don't need backups since each save is a separate file that way.
[media]http://www.youtube.com/watch?v=Aa_AyX6N_4I[/media]
There it is. The video is quite low quality, i'll show a better one once it can be uploaded.
My main work are the particle effects, which you can see all around.
You used the wrong link.
[media]http://www.youtube.com/watch?v=Aa_AyX6N_4I[/media]
Thanks, it seems media tags don't like [noparse]https://[/noparse]
[QUOTE=nVidia;36205591][media]http://www.youtube.com/watch?v=Aa_AyX6N_4I[/media]
There it is. The video is quite low quality, i'll show a better one once it can be uploaded.
My main work are the particle effects, which you can see all around.[/QUOTE]
Looks pretty cool from what I can see. Is it just me or does it seem to lag a bit though?
[QUOTE=ben_lind;36206839]Looks pretty cool from what I can see. Is it just me or does it seem to lag a bit though?[/QUOTE]
If by lag you mean low fps then sure.
[img]http://i.imgur.com/QQmYq.jpg[/img]
I absolutely suck at organic modelling, but I really want to learn at some point, so I figured I'd pick something way above my current skills and see how far I can get with proper topology and such before it all comes crashing down.
Yeah bro, test dem skills. For the way you explained it to us, you're doing pretty good so far :3
If I have two UV shells that are likely to have exactly the same texture, say, a wall that's the same dimensions over and over again, can I have those shells overlap to save time and space, or is this considered bad practice?
[t]http://i.imgur.com/vjnu3.jpg[/t]
Unsmoothed wireframe of that wolf thing.
[QUOTE=dookster;36208079]If I have two UV shells that are likely to have exactly the same texture, say, a wall that's the same dimensions over and over again, can I have those shells overlap to save time and space, or is this considered bad practice?[/QUOTE]
That should work fine man
[QUOTE=dookster;36208079]If I have two UV shells that are likely to have exactly the same texture, say, a wall that's the same dimensions over and over again, can I have those shells overlap to save time and space, or is this considered bad practice?[/QUOTE]
It's considered "reasonable"
There really is no point in having unique uv's if there's no real difference in texture.
Fixed the normal a bit, but seems like there's a new bug on one poly at the front bit :suicide:
[IMG]http://i.minus.com/ibaDq9Aw0tOUpW.jpg[/IMG]
[QUOTE=nVidia;36208582]It's considered "reasonable"
There really is no point in having unique uv's if there's no real difference in texture.[/QUOTE]
Yeah, I had a bunch of copies of one part of my current project but realised I only need one, unwrap it, and then copy it, as they'll all share the same UV Shell.
[sp]I think[/sp]:v:
Eh progress
[img]http://img831.imageshack.us/img831/2802/westernwip.jpg[/img]
I'm really bored so I spent a quick few mins on my western set.
Do I need to model on tiny details on weapons like screws or do I need to put that on the normal?
[QUOTE=martijnp3000;36209466]Do I need to model on tiny details on weapons like screws or do I need to put that on the normal?[/QUOTE]
I usually model them.. I only do letters and numbers in the normalmap through photoshop
[QUOTE=martijnp3000;36209466]Do I need to model on tiny details on weapons like screws or do I need to put that on the normal?[/QUOTE]
You could probably do any tiny detail in photoshop, but if you'd actually modeled it first it would look better considering you'd have more control over the outcome then just... Shoving the texture through Crazybump.
[QUOTE=nVidia;36206878]If by lag you mean low fps then sure.[/QUOTE]
Yeah that's what I meant, bad choice of word.
Anyway, it just seemed a bit weird to me they (whoever) wanted to show off their awesome hardware and it couldn't even run the benchmark without stuttering.
Totally unrelated remark though since it's obviously not the benchmark at fault so nevermind.
[QUOTE=dookster;36208079]If I have two UV shells that are likely to have exactly the same texture, say, a wall that's the same dimensions over and over again, can I have those shells overlap to save time and space, or is this considered bad practice?[/QUOTE]
Unless you're gonna use that UV layout for baking normal maps, lightmaps etc. it doesn't matter. As the other guys already said it's a lot more efficient to have UV's overlap at times.
You could have one UV-layer with overlapping for diffuse etc. and another one for baking though.
On a somewhat unrelated note UDK is pretty handy since it can create non overlapping UV's automatically for baking. It's great since you can create your own textures with overlapping but have light baking working anyway.
The generated UV's look like crap but it doesn't matter since it's not something you're gonna modify anyway. Other game engines probably have the same functionality though.
[QUOTE=martijnp3000;36209466]Do I need to model on tiny details on weapons like screws or do I need to put that on the normal?[/QUOTE]
Well, if you're doing high-poly, model them. If it's low-poly, put it on the normal.
[t]http://www.leet.cc/MikeTaret_DashMini_LP_AO.JPG[/t]
my first contracted work right after graduations (for Steelcase Inc), they gave me a 10k triangles limit (It's sitting at 6556 tris now).
Finished mesh with baked AO.
[QUOTE=cocknugget;36192536][IMG]http://i.minus.com/iNp0A9d9Z2NZN.jpg[/IMG][/QUOTE]
I have always wondered how people do the scratch effects around sharp corners. mind sharing the insider info??
[QUOTE=Rusty100;36218961]I have always wondered how people do the scratch effects around sharp corners. mind sharing the insider info??[/QUOTE]
I might be wrong but I'd just unwrap it, look for those edges that correspond with the corners of the model and just add some scratches there.
[QUOTE=MelonGuy;36220118]I might be wrong but I'd just unwrap it, look for those edges that correspond with the corners of the model and just add some scratches there.[/QUOTE]
That.
[IMG]http://i.minus.com/iKmw8YyGAgl5M.jpg[/IMG]
With some wear-and-tear edge definition on the wood, that'll look smashing. Fantastic work so far.
[QUOTE=Rusty100;36218961]I have always wondered how people do the scratch effects around sharp corners. mind sharing the insider info??[/QUOTE]
There's really no super fast way to get awesome wear and tear.
Simply render the uvw map and use wacom to paint those scratches in photoshop.
[QUOTE=nVidia;36220728]There's really no super fast way to get awesome wear and tear.
Simply render the uvw map and use wacom to paint those scratches in photoshop.[/QUOTE]
Not everyone has that sort of money to spend.
[QUOTE=Canary;36220931]Not everyone has that sort of money to spend.[/QUOTE]
I'm currently using my mouse since my wacom is boxed away.
Also, I got one of those bamboo tablets. i got it for 60 euros.. which isn't that much
If you get a good scratch brush of sorts, it can be done with mouse, but a pen and tablet will make it easier to give it a more natural, randomized look.
[QUOTE=SweetSwifter;36220991]If you get a good scratch brush of sorts, it can be done with mouse, but a pen and tablet will make it easier to give it a more natural, randomized look.[/QUOTE]
To me it's looking the same as on my Colt :p But yer..
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