Was in the market for a colorimeter and found out that apparently with the new spyder5, the hardware is the same between all versions-- the restriction is in the software. But there is open source software for calibrating, http://dispcalgui.hoech.net/. I was going to fleabay a spyder 3 or 4 pro, but given the comment about…
So I have picked up a job doing some character work (for pay! yes exciting) and I need a little advice. Sorry that I can't show any of the work just yet. We are using Unity, and the characters will have 3 versions of clothes. Should I make separate torsos with the different clothing? Or can I create wardrobe sets? Any help…
I had a geforce4 ti 4200, but its like all messed up, so im gettin a new one. Anyone know of a nice 128meg videocard, that is fairly cheap? Im talkin about one that can handle HL2 and 3DSM with no problem but keep nice and smooth.... Anyone? [edit] Ahhh, my friend just showed me one…
Yea you really have to decide, yesterday at best. With decide i mean between character and environment/hardsurface. Cut the concept art, it dosnt help and you would have to put so much time into it, its just undoable (traditional art requires extraordinairy dedication) So cut all that time from 2d, its nearly wasted. Im…
I have already fixed that thanks My main question is floating geometry a better solution then indenting in the obj? or does it depend on if its hi poly or low poly. I just extrude a loop inwards is that the best way to do it?
It probably seems like we're being harsh but people like us who model every day and have custom hotkeys/scripts/UIs set up to enable very fast modeling workflows are going to be hard pressed to be Impressed. :) You hail Verto as a 3d modeling game-changer but in your last post, impressing a client with simple real-time…
That's an interesting sounding game. Seems like animation will be pretty important to a game like that. After getting your character done, working on animation would probably be a good next step. As for art style (and general methodology) when you're just starting out, keeping things simple is often better. The more…
With a small and dedicated team, we are currently working on a first-person tactical co-op game using Unreal Engine 5. The game features a realistic, military-focused setting with a strong emphasis on simulation and tactical gameplay. We are searching for an ambitious generalist with a high focus on art and tech-art…
Why do so many initial question ask for 'best' !? Why not ask 'what is a good...' as there is no such thing as a best, anyway my push in this thread: Alchemy: http://boards.polycount.net/showthread.php?t=52370 http://al.chemy.org/ [ame] http://www.youtube.com/watch?v=zYYSxZZzgjc[/ame] Is in my opinion a good path because…