Well I went to AI - San Diego along with many other fellow polycounters. Basically I have a piece of paper that says I spent 3 years doing shitty school projects that didn't amount to anything. My job came from work I did outside of school and what I learned outside of school. You can go to any school you want. Hell you…
id love to be able to bike to work.. too bad it's 30 miles away (almost exactly) and id have traverse some pretty steep hills both ways, one is at least a mile and a half at about 35 - 40 degree incline :\ fortunately my little Geo Metro LSI gets about 40 miles to the gallon when i drive smart and dont blaze up those hills…
Hello everyone. Ever since I've started working with Fluid Dynamics in Maya 2017, I've been struggling to understand why Maya's fluid simulations come across blocky and seemingly "low res" for me no matter what I do. I've looked around everywhere for a solution but I can't seem to find anything. An example of what I'm…
Hi everyone! Its been a long time in the making but we finally got this one done. It could go on sale as early as Friday, so keep an eye out. In this DVD, Dave Prout and Jim Magill go through Lighting and Post Processing in UDK. Together they use over 27 years of combined professional experience to deliver not only great…
Hey All, It has been awhile since I developed a game. I'm developing a Web-based MMORTS. It is going to have a lot of icons. Probably in the range of 200 to 300 icons. I'm debating how to go about getting them. These are the 4 options I can think of. 1.) I like Iconshock icons. I probably could get about 100 of them from…
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Pick a tier that fits your deadline and budget, from a handful of nodes for
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It's not about the amount of syllables. Well, part of it is. But in my examples I'm mostly talking about order and consistency. 999 in three languages: English: 9*100 + 9*10 + 9 Dutch: 9*100 + 9 + 9*10 French 9*100 + (4*20)+10 + 9
that's a good point. Usually when you're making your texture, keep middle grey in mind (128, 128, 128) Anything you want to be averagely light/dark should be around that tone. Then you have a good starting point to make the bright things lighter, and the dark darker.
oh right....i figured it out... i was getting confused because i had the particle count turned on and it said there were 100 on screen and i had the burst set to 100. so i figured it was only doing it once. however, it appears that it evenly divides that 100 amongst the emitting particles. thanks!
*always display your model on a 100% black background. it doesn't matter how dark your model's textures are the 100% black will make them pop. *never calibrate your monitor. the only setting you may change, and then only if absolutely needed, is the brightness which must be set to 100%.