they'll do what they do with everything else... rely on the stupidity of thier user-base. ridiculous how much fuss google maps got, especially when you think about the fact that the software to do it was already in daily use by the company they bought out for over a decade. something that's ticking me off right now about…
Good job on not reading the context and quoting just that sentence. Hawken was saying that Nintendo has quality control compared to Microsoft. Thanks for your worthless input. I'm sorry, I know one guy who has a Wii and he hasn't touched it since the first day he bought it. I know tons of people who have 360s or PS3s or…
Ok, so I don't use Maya nor Yeti but if there's no obvious way to convert to polygons then surely you'll be able to instead convert the output from Yeti into curves/splines and to geometry from there? In my experience: forget about any conversion from hair system to hair cards - it'll get orientation of cards wrong most of…
Maybe it's just hard for people who live in prosperous countries to imagine anything better since they live in a society where they have abundance and majority (or can buy it). I come from a 3rd world country and have never taken anything for granted, and when I see something like the Venus Project I can't help but jump on…
[ QUOTE ] And just because you can't aim with a controller doesn't mean others can't. From years of using a mouse/kb and years of using an Xbox controller I can tell you that they both work extremely well once you get used to them. I think I may even prefer a controller now. [/ QUOTE ] Controlling FPS games with a…
It's a native look-and-feel UI with a 3D viewport embedded ( which you can disable completely so no extra rendering time will be used in case you want to execute just the HM2NM tool, etc ). I changed the right-collapsible window by floating/docking windows though... in that way you can move the windows with more freedom or…
Dropping another update here for this project as I've progressed more and would like feedback as it's starting to look closer to finalized. Made a few test renders after building up the foliage, tweaking some post process values to saturate the scene more and added in a simple snow falling niagara particle system. Added a…
What are some limitations you are bumping into? What game engines and animation systems have you used? I've been working in the industry since 2000 and while the 12 principles of motion haven't changed the technology behind real-time game animation improved drastically. I remember game engines not supporting bones, and all…
Yea why use a bunch of bones, IK and HI solvers when you can use two bones like I suggested in my first post *shrug* None of it is all that complex to set up, it took me more time to make the gif than it did to rig and animate that example. If it exports great. People always think the "pros" use these overly complex…
My point is more to do with scripting and asset creation. Source engine uses predefined "entites" where as unity and unreal will teach you to script your own interactions within a map. Asset creation - Source models do not use PBR materials and the engine doesn't support height maps. The models aren't linear scalling and…