Really with any package or engine, max and maya can both easily duplicate objects around splines, and Unity could do it via a editor script, while unreal can do it via a construction blueprint.
Yep, a color managed workflow is beyond having a monitor that is just capable of showing sRGB. Maybe this eBook helps you out, as it was a good crash course for me: http://spyder.datacolor.com/scripts/ebook-en/Spyder_eBook_EN_final.pdf
@Tzur_H I recorded a short video here: https://streamable.com/jxnqx I am using a script called quickpipe to make the edge into a cylinder. There might be a better way to do it but thats the one I used
O I see what he was trying to do....now I look like an idiot :( Sounds like a nifty script... just confused as to why you have to use the execute command within the function
They're going to have to pull some crazy script magic to actually make this decent, because the trailer did absolutely nothing to make me want to see this. Pretty nice CG on the orc faces, though.
Haha...where did you manage to get those shots? It's my personal tool - small Bevel scripts i did a while ago > http://i.imgur.com/obXtRCx.gif I never shared it anywhere online..
dear rens, i hate all of your halo work, thank you and good night XD you guys tried http://www.matthewlichy.com/Scripts.html some great scripts to help speed things up
last update for today, the tracks, I had some problems with the pieces flipping using the script TrainMaker, finally figured out what was the problem, I'll add the rest of details tomorrow and fix some problems.
Yeah, I know what you mean, I have to use a script to tell the 'P2P Seams' in Max be converted to ACTUAL seams and all. Well, guess I have to suck it up or use Blender...
The width is treated as constant and the height set to match your aspect ratio. You can use Martin Breidt's Overscan script to adjust your field of view. You might need to use a camera, though.