I still get the odd email asking my to make models/textures for people - for mods or for personal use (people still play quake) I simply reply stating that a model will cost £500 untextured, £750 textured, and texturing an existing model will be £300. 99% of the time I get an incredulous reply along the lines of "WTF!!!111…
yeah you have lighting information on the diffuse which 99% of the time is a big no-no, the last percent being the ambocc and the selfillum stuff, all your lighting info is carried ingame by your normalmap and specular, no need to paint highlights on the diffuse, avoid too saturated colors aswell on that since that too…
What kind of regular DVD holds 15gb? The highest capacity DVD for the 360 is a dual layer DVD which holds roughly 9gb. Anyways, 9gb is plenty for 99% of the games you'll see on PS3/Wii/360. So many people are mislead about their statements concerning storage capacity because they base all their figures around the previous…
Even though you're snagging for compliments (as I find myself accidently doing from time to time myself), there's still a few suggestions I'd give. Coming into 3d is devastating, as I'm still in the developing process as well. From the sound of it you aren't too satisfied with your current models, so why not take the time…
There are very very few degree programs worth their weight, 99% of them are taught by people not in the industry with old information you can readily get elsewhere on the net for free or via sites like gnomon, digitaltutors, eat3d, etc... none of the schools out there are worth $70k to $100k+ for a degree in games. It's…
LS: Yeah if I were in a serious debate about something, simply throwing up years of experience would be a poor substitute for clear explanations. But I'm talking to oxy which has always been like talking to a child in the past and I've found its never worth explaining colour to the colour blind. Trying to explain that a…
Since I do 3PS weapons, I found a while back that getting the wrap to actually physically continue all the way down (which is a pain, modeling wise) wasn't really worth the effort. It may be for an FPS weapon that gets seen from both sides, but I doubt it'd be worth it for a single model, either. Plus then you can't mirror…
Recently I've been revisiting the texture naming convention currently in use, and I'm at a bit of a crossroads. While this has barely any impact on the end user (modding/asset extraction aside), it has a huge impact on UX. Currently used naming scheme allows for quick identification while consisting of only three…
My god lets see. 1999 - Wrapped up my freshman year of college. - Worried more about playing baseball, partying and chicks then my studies. Didn't enroll for the fall semester. - Broke up with girlfriend of 3 years. Went on to bang lots of chicks. - Left Maine for the summer and spent most of it between Fayetteville, NC…
The difference in green channel value you are seing is probably coming from a confusion of terms. "Bent" normals refers to a technique that fakes some extra shading by bending the normals in a way that is not just related to the surface of the high, but also to cavity information. That way when light shines down an object…