I like that they added the extra L & R buttons. For our indie game we wanted to develop for 3DS, but lacking the extra L & R was a huge issue for our control scheme.
Even for our school computers it's easy for Mari to lag and freeze and crash. These machines have Intel(R) Xeon(R) 3.33GHz CPU, 8GB RAM with 64-bit Win7 Enterprise.
Thanks so much for your help! When I download that script, it seems to be incomplete and cuts off at: for (int j = 0; j < g.transform.childCount; ++j) { Renderer[] r = new Renderer[1]; r[0] = g.transform.GetChild(j)....
Sure. But some focal points are very hard to rescue, if they are not interesting to begin with. If you pick an uninteresting subject people are not going to be interested when they look at your images. The same way it's hard to tell a compelling story about a boring event. Here are 2 examples of a pool shot from Wes…
good stuff, face is h0t my only crit would be to paint the highlights at a more consistent pixel 'subdevision', some of the details/edges r very fine but the final highlights r fat n chunky, creating some contradiction.
Take a break, you don't want to reach burnout. Do something else for a while. Take up a new hobby or revisit an old one to rest your mind and rejuvenate yourself. R&R isn't just nice, it's essential!
Of course, I know the environment art pipeline and everything to do with modularity/asset reuse. I just wonder if I could make the exporting/importing pipeline smoother. If LiveLink is useful not only for animation, then here are the list of changes in Maya that I would love to do instantly see reflected inside Unreal…
One thing that comes to mind is Simon Trümpler's website. He has some nice breakdowns of various game VFX, but also a ton of other resources! https://simonschreibt.de/