Unlocking the Secrets of 3D Modeling: A Comprehensive Guide to Different Categories of Models

Hello! This is a great topic to discuss. I believe the best models to create and sell are those that are in demand and offer convenience. Models that save buyers time and money, hard-surface models, models from trends, models for games, models for interior visualization, people and characters, and CAD models for printing are all models that offer great potential for profit. Models that offer convenience, like hard-surface models, are likely to be more expensive but offer more potential for higher profits. Models from trends, such as Pokemon Go, Game of Thrones, or North Korean missile launchers, offer a great opportunity for quick profits and should be created quickly to capitalize on the trend. Models for games should be generic, not branded, and be made with a minimum number of polygons. Models for interior visualization are likely to be more competitive and offer less potential profits, as buyers often prefer free models rather than pay for one. People and characters models, meanwhile, offer great potential for profits and are often bought for various shows and videos. Lastly, CAD models for printing are likely to offer great potential for profits, but require a deeper knowledge of the niche. Overall, there is great potential for profits for creating and selling 3D models.

This article discusses various 3D models and who is likely to buy them. It includes categories such as clipart, hard-surface models, models from trends, models for games, models for interior visualization, people and characters, and CAD models and printouts. It explains the pros and cons of each category, the maximum cost, and who the buyers are likely to be. It also suggests strategies to maximize earnings for each type of model.



Read the original article here by Robert Lamp

First person shooter games are some of the most popular and highly rated titles around. They have brought around some of the biggest technological advances in game engines and are responsible for a plethora of interesting and iconic weaponry.

In this article, I will list my top 9 of these weapons and why they have stuck in my head for so long.

#9 – The BFG9000 (Doom)

From the first moments I played Doom I was in awe of the main weapon. As I only had a spectrum at the time, I thought it would be a big leap to get a PC. The acronym was hilarious to me as I was just starting college. This weapon is pure overkill and it is what we all love about it.

#8 – GEP gun (Deus Ex)

This gun is the brute force methodology that was not intended for this game. Whenever I came across a troublesome robot that couldn’t be knocked out by the riot rod, tranquillised, or even sniped at a distance, I resorted to the GEP gun. All the other weapons and tools were sneaky-sneaky, but this gun was my friend when it came to blasting my way through.

#7 – The Gravity Gun (HalfLife 2)

Although physics in games had already been around for a while, the Gravity Gun took it to a new level. I was able to defend and attack using radiators and fridges and televisions and whatever else I wanted! However, I wished for even more power – to lift cars and throw them at buildings!

#6 – The Shotgun (Doom)

Shotty has been our faithful companion in almost any first person shooter game. It has appeared in many guises and forms but it is always a single powerful shot, with an aim that is only effective at short range. It is generic but versatile and is the constant weapon of choice for many.

#5 – The Rocket Launcher (Quake)

The Quake series gave us the ability to Rocket Jump. This was not the first time the Rocket launcher had graced our screens, existing in Doom and Duke3D, but Quake refined and polished it. If you’re not familiar with rocket jumping, I recommend playing the Trials of Quake-Live browser game where rocket jumping is essential to make any progress!

#4 – The Lightsabre (Jedi Knight series)

My friends and I had all played through the Dark Forces game. Although it was good, we all wanted to go running around with lightsabres, chopping off the arms of imperial soldiers. We didn’t get our chance until the sequel was released, and it was fantastic. It was probably the main reason to buy a new PC at the time! If you’ve not swung a lightsabre around in some kind of cyber-arena, I highly recommend any of the recent fps Star Wars games!

#3 – Disc Launcher (Tribes)

The disc launcher is the iconic weapon of the Tribes series and was the bread and butter weapon of any tribes veteran. It is a rocket launcher with style. Soon, Instant action will be releasing the original Tribes and we will all be able to bask in its glory once again!

#2 – Portal Gun (Portal)

Although not a weapon, the portal gun from the fantastic fps-puzzle adventure, Portal, deserves a mention. If you’ve not played this yet, then do the following: Stop reading, get steam, buy Portal, play it. There is no reason in the world you have for not playing this. It’s not the best FPS in the world, but it is the best alternative fps made to date.

#1 – Crowbar (Half Life Series)

Crowbar is the iconic weapon of the Half Life series and has been retained throughout the series. This weapon goes with the character and for me represents the greatest game series ever made.

These are my top 9 weapons responsible for some of the most memorable moments in gaming. I’m sure there are plenty of other iconic weapons out there, so feel free to share your favorites in the comments!

First person shooter games are some of the most popular and highly rated titles around. They have brought about some of the biggest technological advances in game engines, as well as a plethora of iconic and interesting weaponry. This article lists the top 9 of these weapons and why they are memorable. They include the BFG9000 from Doom, the GEP gun from Deus Ex, the Gravity Gun from HalfLife 2, the Shotgun from Doom, the Rocket Launcher from Quake, the Lightsabre from Jedi Knight series, the Disc Launcher from Tribes, the Portal Gun from Portal, and the Crowbar from the Half Life series.

In conclusion, first person shooter games have brought about a wide variety of interesting and iconic weaponry throughout the years. These weapons range from the BFG9000 from Doom to the Gravity Gun from HalfLife 2, and from the GEP gun from Deus Ex to the Shotgun from Doom. Other famous weapons include the Rocket Launcher from Quake, the Lightsabre from the Jedi Knight series, the Disc Launcher from Tribes, the Portal Gun from Portal, and the Crowbar from the Half Life series. Each weapon is unique and has its own advantages and disadvantages, but they all have one thing in common – they are all iconic weapons that have made an impact on the gaming world.

Read the original article here by Andy Yates

“Navigating the Risks of Business Development: Strategies to Minimise Risk and Maximise Return”

This article provides strategies to minimise risks while winning complex new business. Risks can be sorted into manageable categories, such as having a strong competitor, being a late comer into the contest, or facing barriers within one’s own organisation. Strategies include improving the solution, changing the game, making a realistic assessment of the comparative importance of the opportunity, involving executives in the selling strategy, facing credibility/reputation problems directly, engaging the decision makers at the concept level, and identifying and prioritising those with influence.

In conclusion, there are many risks business developers face when trying to win complex new business. By using the strategies outlined in this article, these risks can be managed and minimised. These strategies include improving your solution, changing the game, managing resources, facing the problem directly, re-framing the problem, finding decision makers who support corrective action, engaging at the concept level, and prioritising decision makers. With the right strategies in place, it is possible for business developers to win complex new business.


Read the original article here by Eddie Smith

Unrequested Tips | Coding for Unity

Unrequested Tips | Coding for Unity



internet has likely seen this video. It is a compilation video of tips and tricks from a variety of coding professionals to help coders of all levels improve their coding skills. It covers topics from basic syntax guidelines to debugging tips to optimizing code. It also gives tips on how to stay focused and organized while coding. Overall, the video is a great resource for anyone looking to sharpen their coding skills.

See this video at it’s original source here.

🧠 Unreal Engine 5 Pro Tip! Using the Dot Product Function for Desaturation Controls!

🧠 Unreal Engine 5 Pro Tip! Using the Dot Product Function for Desaturation Controls!


In this week’s lesson, we will be exploring how to use the Dot Product function in Unreal Engine to achieve desaturation controls in your shader. The Dot Product function is a powerful tool that allows users to multiply two vectors together and then normalize the result. This can be used to calculate the brightness of a pixel, and then it can be used to desaturate certain areas of the shader. By using this function, users can create more dynamic and interesting shaders. Additionally, with the desaturation controls, it is possible to create both subtle and dramatic effects. This makes the Dot Product function a versatile tool for creating a wide variety of shader effects.

See this video at it’s original source here.

How To Make A Quit Button In Godot Engine || Quick Tips || #godot #2d #tutorial #quit #theerrordev

How To Make A Quit Button In Godot Engine || Quick Tips || #godot #2d #tutorial #quit #theerrordev


ErrorDev is a multimedia content creator with an online presence on various platforms, such as Twitter, Github, and Discord. On Twitter, ErrorDev shares tutorials, insights, and updates on their projects. On Github, ErrorDev has hundreds of repositories with various projects, tools, and resources. On Discord, ErrorDev offers support and advice on coding and programming. ErrorDev is dedicated to helping others learn and improve their programming skills, making them an invaluable resource for the development community.

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EA's Play Smart Campaign is Bullocks - The Game Maker Forum

EA's Play Smart Campaign is Bullocks – The Game Maker Forum


EA’s attempt to stop underage players from spending all of their parents’ money is an important step in protecting young gamers from the potential dangers of overspending. EA has implemented a number of measures to do this, such as creating a parental control system, limiting the amount of money that can be spent in a single transaction, and requiring parental approval for purchases. These measures are intended to help protect both parents and gamers from the potential risks associated with irresponsible spending. Ultimately, it is the responsibility of parents to ensure that their children are not spending beyond their means, and EA’s efforts are a positive step in the right direction.

See this video at it’s original source here.