Agree with that. They should be banned and forgotten forever. They're not fun at all, especially in cut scenes. I was really scared Tomb Raider would be another one of those as there are two cutscenes full of QTEs at the beginning, but once you pass these there aren't many other thankfully. On the other hand, Resident Evil…
1 draw a concept. 2 draw more of it until you have a clear idea of what you want to achieve, before even touching a 3D app. 3 Pick up a 30 trial of 3DSMax. 4 Read up on primitives creation and the edit poly modifier in the help files. You can also google for the Joan of Arc tutorial series. 5 Read up on the following…
Game playing time / length has never been an issue. In fact The Last of Us even became slightly too prolonged. The second arc with the girl was just 'right' for the story and pacing. In all, Last of Us was a good combination of Uncharted, salvaging parts / linear exploring. Enough to not let me get bored. It's kind of why…
Thanks, for the advice. When I have the time I try my best to open up max and practice for at least an hour, I still suck though :P. I have a few things I am working on at the moment; force of nature (tf2), wrench and finally trying to do some character modeling, don't get excited though they all look really bad. I am not…
"Worst invaision plan ever." Mass your forces in Siberia,make an amphibious (very short) landing from russian land onto alaska via the bering strait,from alaska to canadian territory you will encounter little to no resistance then march eastward to ottawa, in that time set up sub pens to operate from russian land and…
If you have UVs that would overlap and share the same texture, then offsetting them by exactly 1 will put the uvs outside the boundary box. This is ok. If you do this then they share the same texture but not the same UVs. You may need to take out the offset though, once you are ready to put it into a game engine, but many…
No, that's my way of thinking too. By doing diffuse only you force yourself to define your materials manually and put in everything that the texture needs for it to look good, instead of just letting the fancy lighting do everything for you. Once you learn how the material acts, the same stuff you did to define that…
[ QUOTE ] I'd rather bang out work on crusty-old software than learn a new package. Of course when there is a major change to how things are done, I'll begrudgingly make the shift to something new. [/ QUOTE ] Thats about as well put as I can imagine. I'm the same way. At some point I am forced to change the software…