those giant cg apps are like hydras... if you try to cut one head off cause its to buggy and slowing everything down... two more old and buggy heads are growing... they wont die they just grow out of control...
I think if she's really willing to do anything to work at Valve then she should get started on learning how to properly and professionally make concept art or CG work. Maybe somebody should start her off by telling her that.
I dig! Very stylized stuff man. I personally love the fact that she's got a little more meat on her bones. If you made her thin, she'd just be another skinny CG chick...and that would be insanely normal.
well i don't mind cg work most of the time, but there's almost always something else i'd rather be doing instead. i didn't have to go to a college/university and waste a ton of money though, so i guess that's good?
Lol. What aspect of the CG would you direct Framestore to improve exactly? The lighting was matched to scene perfectly, the modeling and surfacing top notch, and the animation pretty darn convincing. The Dragon designs are pretty subjective of course, but overall impressive stuff.
Was a bit paniced, but it looks like all I had left was Nintendo and CG Society newsletters. My xbox live gamertag is bound to it though. I've changed my passport email address, but I will have to check how that affects things.
Not neccesarily KP. If the links are all screwed up orientation wise, and if the wood block they are attached to isn't too heavy, it is completely positive to see that effect in the real world. I think it looks fine like that. What you are suggesting screams CG.
Does anybody know if Polycount tossed around the idea of a having a personal portfolio page, similar to what a lot of the other CG sites do? For example, under your user name there would be a big button that would say, "view portfolio." An example from CGTalk: http://max4ever.cgsociety.org/gallery/
This probably isnt a "new" technique but whatever. Obviously a hard boiled CG artist would model out the hole in the slide and then bake it down, but considering the topology in that area its waayy more efficient to do it in photoshop, and as you can see the result is not half bad.
Just wondering if anyone happens to own or has seen this Paule Neale DVD: http://cg-academy.net/pages/topic_riggin...ermediate_4.php Paul Neale is the man for 3ds max rigging, but I don't really want to drop the $86 without hearing something about it first.