Whist at swordfish, the credits listed everyone who worked on the game, even those who weren't at the studio long. The point is they did work on the game and therefore deserve a credit IMHO. I would n't expect a credit now I feelancing and that does n't bother me too much.
perhaps they could have had a big muscical number at the end:) Personally I feel it was n't just the end sequence which spoiled it. The last third of the film fell a bit flat, like they had ran out of ideas. The new ending was ok, but it was n't the ending they went with, so thats it:)
That is some giant freaking kelp lol. I like the second one even though the scale is off. The theme of the first one is really dark, and really odd. The net adds this depressed trapped theme, but the swimming position wouldn't happen with a net wrapped around.
I made a .bat file with the following commands to restart the tablet service. I use it whenever I get that problem. Just have to make sure that any app like Photoshop or Bodypaint is closed before running it, or it'll just crash them anyway. net stop TabletService net start TabletService
- I like to keep meshes 1 million or less just because much larger slows down iteration and import times. -Try to use mostly continuous meshes and avoiding really large polygons is ideal. If you have a pile of small rocks for example, your better off booleaning it together or shrink wrapping a grid on top of it. Culling is…
Sorry about the hiccup, especially to all those working on their UC entries this year. Long-story short: When we're finished with the new site (exciting!) we'll no longer be finding our home to be within the .net of the internet, and residing in a brand new and shiny www.polycount.com domain. The odd hiccup this morning…
If you don't fancy trying it out in Python you could use the .NET JSON libraries through maxscript. I've not done it myself but I have used the .NET XML library to good effect. I'm not sure it'd be any less effort than learning and doing it in python though.
Oh cool, i expected there to be some nasty artifacts from the low poly's smoothing but it dosent look too bad with diffuse on, hardly noticable it would seem. Did you somehow paint something to compensate for that? If you did you're fucking nuts beyond nuts buddy. FIX THE SEAMS FRENCHIE!
Yeah the textures look way too lowres/blurry. I also don't think you should make those pillars out of a single box - at the very least chamfer the corners and add the cylinder/nut at the bottom as actual geo ...wait - you had those nuts modeled, did you remove them or are they just very badly visible?
I posted these in my thread, but what the hell, now they're in here too. The normals and AO are around 50% done and still need to shave off a few hundred tris before I'm happy. Those nuts around the rim are in for a beatin'. Nyuk nyuk. I said "nuts" and "beatin" in the same sentence.