Rise from your grave! They've released a 3dsmax preset for Blender 2.66 and it works pretty well. The navigation is there, as is the sub object selection keys and WER for move/rotate/scale. Get it here: http://projects.blender.org/tracker/?func=detail&aid=28452&group_id=9&atid=127
All of this is addressed by Cinebox. Plus Alembic. On CGTALK there is a guy that claims that his company used Cinebox to previs and FINAL quality render of more than 120 shots for "Maze Runner". Crytek used Cinebox to render commercials for TV straight from Cinebox for their game, Ryse Son of Rome.
They didn't have a power supply there, which is why it was as-is/untested. I bit the bullet and bought one from ebay for $100, found a listing that allows returns, so if it turns out the display is fubar I'll just send it back, if not i've got a ACD for $125, can't really complain.
Artist on tweeter who freelanced for Red5 said he was owed $12K. Even with a contract and hiring a lawyer to go after backpay he was just ignored. He didn't say it outright, but his tweets suggest to be wary of Chinese owned studios (if you do freelance work for them).
Hey there ! :) Couldn't finish the new ADN Modeler Tools update in time, so for the late black Friday sales you can go and grab Quick Pipe for free ! :) https://gumroad.com/l/QPipe1a/blackfriday 125 licenses are available, so go take 'em faster ! :D
I would suggest scaling the head to 125/150% in width, the skull seems very narrow to me right now and maybe make the scratches nicks a bit more obvious to break up those clean edges, otherwize really digging the piece, keep up the nice work!
Hey, nice job explaining that, EQ. Though I think that it's probably best to put the texture that will scroll on it's own separate sheet (like a 512 x 128 or something). You're gonna need two drawcalls at least anyway, as you don't want to scroll the UVs of the rest of the object.
Thanks for the answer, i have tried to create an UV from the static mesh viewer with default properties and then set the light map coordinate to channel 1 with 128 of resolution, in the finish i have builded the light with "Production" quality. This is the result, the process is fine or i have forgotten something? EDIT:…
Yeah, in Photoshop change Image/Mode to 32 bits per channel, and you got yourself a 128-bit image. (32 bits * 4 channels) I don't know if we will ever use them for games, but apparently the extra bits are used for storing intensity and other information: http://en.wikipedia.org/wiki/Deep_color
@ParadoxTLH- Yeah I thought so too but the regular messer doesn't even touch his hand :/ . I do in fact have mine a bit longer than theirs. @Jackalope- Their messer is the same direction: Maybe I'm just using the wrong anim set? 3p_longsword [125]. Or it's supposed to be that way... Any thoughts?