I saw one episode, Looked pretty cool, but I was pre-occupied with somthing else at the time :P (there was a wierd baby faced alien in the episode, that had a human costume to wear in the public)
The answer is neither, because you never vacated the space you occupy. You just move through time faster than everyone else. Your position relative to your surroundings remains the same.
Haha, exactly Seth. There are various reasons that we can't divulge the studio's name in the early stages: the current role is still occupied; the role is exclusive with one agency; the client wishes to remain anonymous; etc.
didnt see the file. (was too occupied with the pictures :D ) will take a look now. having looked at the file i think its an issue with the anisotropic reflections. have you tried a non anisotropic material?
When it comes to UDK baking lightmaps, the UVs have to occupy their own unique space. Say if a metal bar casts a long shadow accross the pillar, the shadow would not be mirrored in real life. Change the lightmap UVs into unique space.
tadpole3159 said: Thanks for pointing out. As for ssdr for max - I hardly believe at least any one studio in the world has ssdr solution for max. The character art pipelines are heavily occupied by Maya - mostly because of animation tools.
Did they try and occupy a position in 3D space? Because when you moved the viewport it would fly about like crazy. It was like a vert you had moved really close to your view. They're nice now though. :)
also slightly related: currently occupying my desk space. For this stuff I just used pages from a sketchbook. they're a bit thicker than regular paper, but still easy to cut though with and exacto.
Ahh man, I`m in Kansai Airport Japan, about to jump on a 10 hour flight to Melbourne. Was hoping I`d have some furious DomWar concepting to occupy my stagnating mind-juices...
Hey this could be true, I also quit a long time ago and didn't get a key :p But its not that big of a deal for me, SSF4 is coming in a few days and that'll keep me occupied for months !