Woo! Got this finished in time for the challenge then went back to make a small idle animation so that the fire wasn't the only thing moving. I also got some help from our tech artist at work, Matt to make sure the fire wasn't super dither-y. More renders and stuffs on ArtStation: https://www.artstation.com/artwork/WmqxvD
Idle hands are the devils plaything. http://www.bbc.co.uk/news/world-europe-22650267 If your looking at Sweden to escape inequality. While better than the US, its dropping quickly as noted. You cannot move to another western country to escape the world economic system.
Hey guys, here's a work in progress shot of Trunks I've been working on lately! :D I also did some animation tests too Attack Sprite: http://cgsammu.files.wordpress.com/2013/05/trunks_slice_anim.gif Idle Sprite: http://cgsammu.files.wordpress.com/2013/05/trunks_idle_anim.gif
Diffing images in perforce is impossible which sucks. The only thing you get is a binary "is different or not". At least with Alienbrain, you get a preview of both versions and can see what changed easily. AFAIK the only way to do that in P4 is to sync both revisionss and open.
Looking great, Noors, just in case you don't know the color scheme for the Spirit Breaker is in the DotA 2 Art style/Texture creation pdf @ the technical requirements page so you're in luck :) Unlike me who went the captain obvious way with Luna :)
In Austria there are guidelines how much you should get paid. Here is the labour union contract for Advertising and Communication. https://www.wko.at/service/kollektivvertrag/werbung-marktkommunikation-gehaltstabelle-2018.pdf…
All the examples from Flow Mapper use TC_NormalmapUncompressed. The one that looks blocky is from the Portal 2 flow map pdf. Uncompressing it makes it not swirl though. I have no clue how to reproduce valves tiny flow maps so well like they did.
January has not been a good month to get anything done. But here's the blocking so far for my emote. The idea at the end is that he'll foot stomp his sword back out of the ground, catch it in mid air and return to idle position. Not much time left!....
I've been curious about muscle simulation lately. Found a pdf that describes a way to procedurally animate extra bones that represent muscles. Linked it in this thread here: http://www.polycount.com/forum/showthread.php?t=65874 But I guess nobody has any experience with it yet.
the dumpster you "did" was from a tutorial off the net and the pillar looks very similar to the eat 3d next gen pillar video here > http://eat3d.com/pillar But idk, use these tutorials as a process on how to do things , not to copy and put them on your portfolio ?