You're welcome supaclueless! DWalker, Gazu you're totally right guys. I was planning to give it a little spin after the bake and totally forgot. I cut some corners 'cause I knew I just wanted to make a material demo. But that's no excuse. So I've been feeling really bad and updated the download asset on Friday. Here's how…
oh hey I really like what you did with your screenshots, where you kind of 'mask out' parts of the screenshot so what you did is visible. I think I might try and do that! However another thing is there are a number of parts in the level I worked on where I did spin offs of textures or there are decals that are not my…
the short answer is that subdivision surfaces have made nurbs obsolete. nurbs are a very old 1960 stab at making smooth organic limit surfaces. they were used in film because they rendered smooth in a software renderer. no need for real time there. but they have many limitations when you try to make complicated objects.…
I've made a setup like that. Basically I let the IK conrol for the hands follow the object in question and animate the position of the object. I have the IK control of the hands parented to a locator that has a transform constraint to the objects bone. That way I can animate the position of the hand freely even when it's…
Oh! An absolutely Amazing achievement. I really want to play the game. But nearly 20+ or so people I see on a regular basis are not even at the studio anymore. Either let go, or have since left. But like you said. Much of it stemmed from inevitable growing pains. And from nearly all accounts, Thief is an AMAZING project…
The latest free versions of Unity have dropped some of the limitations (like no realtime shadows), so yeah as far as I am aware all of the Skyshop features are supported in Unity Free. That has been a big goal for us to not require Unity Pro. But I will double check and get Andres in here to clarify if there are any Unity…
What do I think: -it's painful to watch at all these peoples who still use support loops when Marius Silaghi realsed his tools in mid 2012. http://mariussilaghi.com/products/turbosmooth-pro http://mariussilaghi.com/products/quad-chamfer-modifier -it's painful to watch at Autodesk who needed a few YEARS to develop so…
Really loving the drama in this. Allthough I feel her right hand/arm somewhat odd. To me it looks like a painful and unnatural twist. If she even should grab it. I mean... getting hit by an arrow... TO THE CHEST and still managing to hold on to the dagger and also grab the arrow likely to cause even more pain. Also you…
If your fans are loud, clean them or look into it, they're not supposed to be. An unregulated GeForce 5 or 6 fan is very loud because it spins so fast. Though I've never heard it spin as fast even when the GPU is under full load. And Windows Vista will use a 3d accellerated desktop as well except it uses DX10 and won't let…
Glad to help! Yeah it depends on your workflow about which way to go about breaking your mesh up - getting a consistant, non-exploding mesh, back into ZBRUSH via MAX 2009 has been a painful process so I feel your pain on importing models back into ZBRUSH! I seem to have got all the bugs ironed out of the export process now…