Made a thing based off a skeleton I drew, based off an original drawing by a kid! You can see the chain here. http://evolutionanimation.wordpress.com/2013/01/15/3-d-turtlebones/
For what its worth, we gave Bayonette 10 minutes at work before shutting it off (a room of 15 of us or so). Dark Siders gets a lot better after the first hour or so.
Wow, I didn't know that; that is rather stupid. By that logic I have 11 years professional experience, meaning I started working when I was 15... when in reality I have none!
You guys should check out the credits on Wolfenstein. The game was in development 4+ years. Everybody who had anything to do with the game *ever* got a credit. The credit roll is 15 minutes long.
The polycount is a bit over 15 million polygons on the Late Tiger, the Early Tiger is in the 11-12 million range; the 'red dirt' effect was achieved in Photoshop by adjusting the hue/saturation of the original rendered image.
....Just figured out how to convert the tga files properly to .map for mental ray rendering but 375 textures still took an hour and 15 mins to render...is there any way to speed up the loading???
Here's a couple links for more information: http://forums.cgsociety.org/showthread.php?f=59&t=962533 http://www.zbrushcentral.com/showthread.php?t=106572&page=3&pp=15 My favorite ZBrush training of all time, and I have several!
It's very strange normal mapping in viewport Maya 2017. See picture below. I mean black lines on the mesh. Tangent space normal is on in bump settings. In maya 2014/15 it is ok. Who can explain how to fix this problem?
Looking for some feedback on this. I have been learning Maya and Zbrush after using 3D Studio's for over 15 years (I started in 3DS 4 DOS). This peace is based off of concept art from Blizzard for World of Warcraft.
http://www.cnn.com/2007/SHOWBIZ/books/04/12/obit.vonnegut.ap/index.html I've read so many of his books and enjoyed them all since I was 14 or 15. Rest in peace, Kurt. You and Kilgore Trout both deserve it.