Because when you go to the Resume/Contact pages, you might want to go back to the gallery? Most people will use the back button. . . but it doesn't hurt to add functionality where you can? (just my thought on it anyway)
Cool! i'm glad i saw this on the web page banner. There are so many cool details that I really enjoy about this. It looks super functional too. Quick question, that under armor portion, is that like padded quilt or something?
What...weird questions ;P I consider somone to be hardcore if they .. stay up all night (all nighter) playing a game or if they sacrafice bodly functions for the game. Haha. EDIT : May I ask why your asking these questions?
screw you I don't even use ZBrush :P I figured there was a function in ZBrush and actually I made a google search just in case before making that post without any results.. Meanie! I hate you!!! :(
go to the SubTool panel press GrpSplit, it makes a subtool out of each polygroup (if you want all your subtools back in one single mesh again, you should get Subtool Master plugin and use the merge function)
sweet game man! I got it on my ipod touch and its quite fun, I especially like how the turning controls work, so neat and simple when so many games are going for a confusing tilt function.
No, I understood the reset functionality, I just don't agree with the way it works. It only makes sense to auto-copy UV1 if the channel you're changing to doesn't have any data yet. Otherwise it's just a stupid design choice.
OGREMax looks pretty good, thanks. And rooster are you guys using ColladaMax? Support wasn't good for FBX? or for Collada? Also looking at 3DXI, the IGame export functions built into the Max SDK, looks like it might work too.
Yup, I've been using it for years, I do all my scripting and text editing in it. Very good, especially considering it's free. The only thing I don't like is that the Find In Files function is a bit slow, compared to Textpad.
The music is created as a collection of musical elements (loops and one-shot bits). A single element might be a bass line, a guitar riff, a breakbeat, etc. The game engine then functions as a multi-track mixer, creating the final output in real-time.