So recently I tried my hand at Arena Nets outdated environment art test to see how well I could do at modeling and texturing in an optimized manner. The way I saw it there were two approaches in regards to the texture layout and UV islands. This has been on my mind since execution and maybe can be put to rest :poly124:.…
I have a 24 widescreen and a 17 standard. It's well worth having the 17, but I'd love two 24's instead. I would recommend getting two 24s or other size. Might be cheaper than getting a 27 and something else. EDIT: Sorry, I didn't read your first post carefully. I wouldn't recommend getting two 24s if you currently have two…
IMO, it comes down to permanency. If you are absolutely sure you and your girl won't be moving and that the place you are looking at meets your needs not just for today but where you want to be in five years, then I suggest buying. If either of those aren't true, though, I think the freedom of renting is too big a benefit…
haha nice round up there dfacto! i guess the main point of this is that "we can do better" at portraying both genders in games. or more to the point, we can do better by not using gender as a tool in games. i think a great example are the uncharted games, there are many times throughout the storyline where Nathan is both…
For starters, there are a few basics that are very essential to solid modeling. First, tris as a rule of thumb on base meshes are not ideal. If you subdivide this model with a bunch of tris on it, you'll see weird deformations and pinching. The resolve to tris at this stage is good solid edge loops. There are some good…
No, it works on ALL triagles. Read it carefully, I'm not multiplying the height x width, I'm doing a cross-product between two edge vectors, and the definition of the magnitude of a cross product is that it is the area of the parallelogram formed by the two vectors. (from…
Hey Andrew, looking cool, glad you're keeping this going. Couple suggestions. First, although the stone bricks are nice and varied, they're a little too contrasted and it makes it really obvious where the tiling is happening. Maybe either tone that down in the texture, or you could possibly split up the large supporting…
Look at it this way, you're a game developer (or FX company) and you've got $120k/yr to hire new artists. You can hire two experienced artists for $60k/yr each, or one at $60k/yr and two college grads at $30k/yr, and you get the guy (or girl) with experience to watch over the other two. From a purely numbers point of veiw…
Ok, so after poking around and doing some reading and thinking on the problem, I'm starting to think my initial guess was right - that this is an issue of gamma correction. This means two things: #1 - You artist types arent just smoking crack or anything :P In fact actually whoever originally picked up on the whole "use a…
Are you going for a mid poly model or is this the high poly? The proportions of the dust cover look off, the two holes look too deep for something that is stamped steel. The parts that teodar23 mentioned would look better if they would be part of the receiver instead of pushed in to the model.