Hi again, So I've done more tests and I think that what is going on is an exporter issue. When exporting to .fbx, if I leave the option to "split per-vertex normals" unchecked, then I don't seem to get the same problem with edges showing up on the model. I've imported it into UDK and fortunately that seems good too.…
Thank you guys, you bring some exellent food for thought to the table! The finished casts will be around 1/7 size humanoids. The models aren't made yet, since the process of molding and the pitfalls/shortcuts will impact the level of detail we're trying to achieve. There will be a stop motion armature inside the finished…
I don't think there's enough incentive to change the climate right now because many women still aren't interested in technology. When I was in school for interactive design, about 5% of the women in my major identified themselves as coders, the rest preferred graphic design. My college, which was primarily an engineering…
Ask questions and verify that what you are about to do, is how they want it done. It's easier than trying to mangle whatever you made to fit their standards after the fact. Try to be as realistic with your time estimates as you can and by that I mean pad your estimates. It's better to finish early and look like a pro…
Hi all. As it is summer time, and we are usually in between new versions by several months, we often discount Howler to make ends meet. If you don't know Howler (aka Project Dogwaffle) be sure to check our links below. Howler 9.1 is half off May 31-June 1. Links Offer: http://dan-ritchie.wix.com/howlerpromotion Website:…
*UPDATE JUNE 10th 2009* Ok so we kinda stooped away for a couple of days to work on some intro movie stuff and get our logo squared away. Sathor and PhilE have been working really hard on getting the team some textures and models. We held our own lil team playtest the other day and had a small 2v2 going on. We tested the…
This conversation is great. I couldn't agree more. We need a radical change in color theory. The vocabulary we have now is too vague and subjective to work very well in production. I think perhaps it can be broken into three sub categories: - Physics: How light works. A good chunk of which has been covered in this thread…
Hey Incomitatum, This is an very old thread but since i was googling and found this today, i decided that this should be good as any to make my first "official" post. So What i've learned to do is this... (oddly inverse of what people above have done, but basically the same) (Existing objects) Tonight i successfully…
Depends on the studio! Maya or Max with fluid sims for generating textures, building particle meshes, etc. Almost every engine has a proprietary, custom made particle engine - so you'll be inside in-house tools most of the time. Most engines use a separate tool that is not inside your 3D app. There are exceptions to this -…
Thanks for the comments everyone! I think I'll call her finished for now, though. I already put her in the layout of my emergency portfolio: http://www.wayuki.nl/portfolio/ I'd rather fix up the other textures first and make some new stuff as well. It's rather barebones (read: crappy) ATM. It's also a very weird mix of…