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#11 | |||||||||
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Administrator
Location: London, UK |
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Michael 'Adrir' Scott :: Games, Virtual Worlds, Education Networking | Research | Teaching |
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#12 | ||||||||
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Administrator
Location: UK |
Ah, Unreal. I remember using it during my University days. The reasons for the 'carve out' principle is to reduce the number of polys for creating levels. For example, a box shape level would use 6 faces in Unreal but Radiant (Quake3) would use 6 cuboids, each with 6 faces each.
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Steven Yau [Alix Games Blog] [Portfolio] [How I broke into the Games Industry] [Why I left my Games Job] [How to be a Games Tester] [Getting back into the Game] |
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#13 | ||||||||
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Senior Member
Location: Toronto, Ontario |
My multimedia teacher (also, a film/photography expert) ensured that Maya is the top 3D modeling program, Max is a bit down the line.
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Junior Member
Location: Middlesbrough |
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#15 | ||||||||
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Administrator
Location: UK |
Is the current Unreal editor still working from the 'carve out' principle? I haven't touched it for years.
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Steven Yau [Alix Games Blog] [Portfolio] [How I broke into the Games Industry] [Why I left my Games Job] [How to be a Games Tester] [Getting back into the Game] |
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