charlyxxx: Thanks very much! leecurt: Thank you! nuclear angel and cesarinm7: Thanks very much for the kind words! My days are around 9 hours each, sometimes with only a 25 minute lunch, sometimes with a 1 hour lunch, just depends on how busy I am. The humanoids are around 2.5 - 3 weeks. The player character animals range…
INDUSTRY GIANTS 2012: Visual Effects, Animation and Game Conference Presented by A Bunch of Short Guys September 22 and 23, 2012 DALLAS/FORTWORTH: Creating entertainment in today's high-tech environment may seem otherworldly, but it's not. Take a look behind the scenes and talk with the shamen who create some of the top…
We are looking for 3D artists and coders for our game Rotting circuits. It's a open world sandbox survival game set in 2050, think terminator meets the walking dead. As a 3D artist you'll be working on the following in no particular order environment fabrication, prop fabrication and character creation. As a coder you will…
This would be a really bad decision. Videocard matters the most in these kind of applications. Dont take me wrong but your entire system is very outdated and putting a lot of extra ram won't help. The best would be to get rid of it and get an overall better system with a more modern cpu, ddr4 memory and a decent graphics…
Max 2012's viewport performance ( and Nitrous Bugs ! ) is a huge deal worse than all the versions from 2014 upwards, and especially Max 2016 Regarding sharing the z-Brush imported scene: i don't want to share a nearly 1Gb scene, even zipped it's a couple 100 Mb's Max 2009 has all SP's installed of course, but performance…
Your thread "2d/3d art thread (RJBonner)" was started in 2010, which apparently precedes the addition of the database field for total number of views. Looks like this data point was added in 2012. Sorry.
This is my first thread here on Polycount. Figured it might as well be a Sketchbook. Most of the content on here will be 1-2 hour sculpts. Any and all C&C are welcome!! :) These first three are from sometime in 2010-2011.
I wish I could help, I have a similar (maybe the same) problem with my foliage in the November 2011 and July 2012 UDK builds. The foliage in my scene was completely un-shadowed. I tried changing the shadow quality to high and it didn't work for me. http://imageshack.us/f/443/foliageshadowerror.jpg/…
This is wierd tbh. This file was originally made in max 2012, and in my frustration I went back to 2011. The above file was giving me errors so I placed all the UV's inside the space for both channels and exported to UDK and got the same error message. I then copied all the objects form this scene into a new fresh max…
I've just checked out what happens in max 2017 and maya 2018 using this graph setup (identical in maya) My material is in world space because i use the tangent to world node - mainly out of habit. i didn't change any settings etc. max 2017 first: (had to make a new teapot as it didnt like your FBX for some reason) and maya…