Some studios like to see people are technically sound and can draw but I would say on average if you apply to a 3D job and they have to sift through a bunch of 2D pictures that they don't care about they're going to very quickly give up looking at your portfolio. Heres a link that I think you should really take a look at…
Try not modeling out of your head, check references and keep on them. Things like the crates or the interface panels look very unrealistic. The windows are also just 0.5 thick which is not very plausible for a space station. The paneling looks decent but the door really requires a reference too. Pretty good for start, just…
Use a panner after the mask. 0.5 and x and y with a time of 1 Why cant you use cubemaps? Also a more generic texture would be better, since you cant insure what angle the viewer will see it at. I prefer to use textures that are just vertical stripes of value and only pass the red channel from my reflection vector. There is…
It's suprising that it's even an argument. People expect the developers to live in a cardboard box and eat what you threw away at McDonalds? $50 000 is really nothing to agrue about when it comes to game development, sure you can push out crappy games for a lot less but why would people want to back that? Anyway, great…
Just had a thought. Since the humanoid is suddenly appearing in frame later in the sequence, I wonder if its an animation interpolation issue. Like its root position is being interpolated from world 000 to wherever it is and that interpolation curve is throwing off the positioning you have set up. I'm uncertain.…
My render setup is catmull-rom with light tracer. Theres a regular skylight and 1 omni with intensity 0.5 and colour of 206, 193, 158. The material is dark grey with spec level 65 and glossiness 32, theres a reflection map at 80 with first map falloff and second map on the white slot of raytrace. Makes it all nice and…
I think I also read somewhere than MM ears are upposed to never be symetrical. http://www.magicalears.com/clipart/Classic%20Characters/Mickey%20Mouse/mickey-003.gif Like, whatever the angle, ears are always drawm the same "frontal" way, just like on your side view. Most volume renders of him go for symetrical tho, even in…
i just hope they stop blaming the consumer entirely and actually make laws that forces factorys etc to have the proper tools to purify the waste it generates either smoke , etc etc , also investment on greener energies like they invest in gas . Sure people doing their share sure helps , but it kinda demotivating when 100…
Just a quick heads up to say the Alchemy Alpha 003 release is up: http://al.chemy.org/download/ Thanks for all you suggestions. A lot of them have been taken into account with this release, namely: - Performance, this version is notably faster - Colour - User-assignable keyboard shortcuts - Toggling the toolbar on and off…
[ QUOTE ] this it? : http://ps3.ign.com/articles/705/705212p1.html Unfortunately my gut and eyes tell me that's it's pre-rendered. The camera movement alone gives it away. I really wish devs. would stop doing this shit. [/ QUOTE ] Yah, same. If its in game, however, oh man. I still feel like it was pre-rendered to LOOK…