I kinda lost the interest in behind the scenes... when i was behind the scenes. Magic is gone. It's just a bunch of dudes with computers. Now if we're talking making of's now those are neat. Especially when they show off features and what not that makes their games special. Like alan wakes ink-shadow-post-effect stuff or…
Thx guys, @Raven: They're gonna get the color treatment when I've got the full lineup. I'll probably do some shader magic in UDK using a seperate set of UV's. Some updates on the space fighter, I've started some of the detailing work, while also doing some rigging and animation on some of the small parts:
A texture artist is going to be balancing colors for a game that's going to be viewed on consumer displays. A movie or printed material is going to be viewed or printed using professional equipment. Maybe the person doing the final pass on lighting and post processing in a game will want a super accurate color monitor, but…
I can't really answer how the script works it magic. Step one is all about making sure you have a uniform resolution across all your UV shells, while step two seems to be about configuring Maya's UV Texture Editor grid to work with how Mari interprets UV tiles (as explained in step 4).
I love this rendition of Manny, @Beats ! I was a Background Artist on the original Grim Fandango. Thanks for taking the time to do such a wonderful piece in honor of the 20th anniversary of the game. Sometimes I wish we could get the original team back together again and do another game with all the tools and tech that we…
Hot damn thats cool. You added so much personality to that fish beyond the concept, I really dig that. How did you get that edge outline effect around the model? You can't do any sort of shader magic for that in Sketchfab right? It almost looks like you modeled in one sided black strips to achieve that?
omg. that little slider does magic. thanks for that! why do they ship a shitty default then? so many complaints about mudbox paint stroke quality from what i've observed. fixed now. it's like a new program all of a sudden. you wouldn't by any chance have a workaround for jaggy looking paint stencils, too, would you? :)
positions are always opening up, you just have to search. I know everyone thinks that the PS4/720 will lead to a boom but Bobby Kotick recently warned that the next gen might not be the magic bullet everyone expects, so keep an open mind to mobile & PC developers who've been stealing away the casual market from consoles.
I just played around a bit with the look-at constraints. I used them before, but I never thought to use them like that. Super-cool. And... I have been using Max for years and have never once touched or even heard of these magical "hose objects." Suffice it to say, my mind was blown. Thank you sir.
IMO the foggy/mostly melted snow atmosphere/lighting looked better. Very nice city coming along, hope to see it finished! Regardless that snow material could use some work; it's very flat. Some sparkles and subsurface scattering and other shader magic could do wonders for it EG https://www.youtube.com/watch?v=pSuWH910028