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I am a Deviously Deviant
MacChesney
Male/Malaysia
Why I Am Here
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Last Visit: 34 weeks ago
zac
Art Zone
Personal Zone
Misc. Zone
This is the place where you can personalize your profile!
But, how?
By moving, adding and personalizing widgets.
You can drag and drop to rearrange.
You can edit widgets to customize them.
The left side has widgets you can add!
Some widgets you can only access when you get a premium membership.
Some widgets have options that are only available when you get a premium membership.
We've split the page into zones!
Certain widgets can only be added to certain zones.
"Why," you ask? Because we want profile pages to have freedom of customization, but also to have some consistency. This way, when anyone visits a deviant, they know they can always find the art in the top left, and personal info in the top right.
Don't forget, restraints can bring out the creativity in you!
Now go forth and astound us all with your devious profiles!
I don't really know how modelling is done for this game, so here are some really basic technical questions that I have after visiting the website.
1. What program(s) are used for modelling? 2. Are bump mapping, normal mapping, specular highlights, or other shader features supported? 3. Optimal polygon count on individual models
Dont worry about it, part of the experience is learning about it all!
1. You can use whatever program you like given that it can export into blender and then consequently into our crystal space engine. I use maya, others use 3ds max, some use silo but most use blender.
2. Yes, all of those and some other shaders are used.
3. It depends on what your modeling (obviously) but just to put things into perspective, a hand sized model may be up to 100, a small mob maybe 700 and a character up to 2000, something like this [link] roughly 3.5k to 4k TRIANGLES.
If your interested review this page [link] and fill in an application here [link]
Hey, thanks for the forum reply! Im guessing your site is multimedia based, thats something I'm having to write about at the minute (because you have to mention all the graphic design areas).. and I dont really have an idea what it is! Well I know what it is, but I'm not sure how to go about making games and animations. I'd like to help where I can though if I can be of some use.
If your willing to learn and have an eye for graphics thats just great! take a look at this page [link] and fill in an application here under '2d' department.
well, what im saying is if you looking to gain some experience in the field of game production, or working with a team on a large project, then you might want to model for this game. there is lots of information on the site (www.planeshift.it). if your interested, take a look at this page > [link] and fill an application here > [link]
I don't really know how modelling is done for this game, so here are some really basic technical questions that I have after visiting the website.
1. What program(s) are used for modelling?
2. Are bump mapping, normal mapping, specular highlights, or other shader features supported?
3. Optimal polygon count on individual models
1. You can use whatever program you like given that it can export into blender and then consequently into our crystal space engine. I use maya, others use 3ds max, some use silo but most use blender.
2. Yes, all of those and some other shaders are used.
3. It depends on what your modeling (obviously) but just to put things into perspective, a hand sized model may be up to 100, a small mob maybe 700 and a character up to 2000, something like this [link] roughly 3.5k to 4k TRIANGLES.
If your interested review this page [link] and fill in an application here [link]
Hope to hear from you soon!
--
Only those who are born get to die!
[link]
If you have any questions dont hesitate to ask.
I look forward to hearing from you again!
--
dreaming dreams no mortal ever dared to dream before.
/edgar allan poe: the raven
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---To cry, and to hold.---
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