Yeah sure bobby kotick's wage is massive, but it is also a tiny fraction of the companies yearly profits. Also most of the wage was based upon stock awards, from his $159 mill in stock. yeah its a bit shit but you have to look at it in context, its not like the company brought in 100 mill, and he brought home 60 mill out…
So I recently switched from Max 8 to Max 2010. I don't know how to ask this so I'll try to explain as best I can... -When you create a face (either in Editable Mesh or Editable poly) your mouse turns into a cross hair. You then select the vertices you wish to compose the face. Now here's the problem; in Max 2010 when ever…
Assuming your project involves high to low poly bake workflow? then from my perspective both elements completed thus far seem fine, imo nicely quadrafied too project an optimised proxy off of. As for face counts including relative number of cylinder segments, well they're dependent upon screen space this object or parts…
Thanks for the responses Here is a current report of the resource log in Unity: Textures 27.9 mb 76.7% Meshes 5.7 mb 15.7% Animations0.0 kb 0.0% Sounds 0.0 kb 0.0% Shaders 5.7 kb 0.0% . . . Complete size 36.4 mb 100% I'm a little unclear as to what/where the resource folder is? Is it anything within the project hierarchy?…
100% Grade A Wheels.com Back on topic: This I 100% agree with. And, I even had all that stuff cut in and ready to be tuned. You can see it here in this WIP shot. However, with all my tuning it was either too harsh or too subtle. I was getting caught up on it and not progressing the overall model and designed to allude to…
just quick question, if i was to make a 60 000 polygon car for example, how long should it take to model, unwrap and texture? also, what is the key role of a junior artist and what are their expectations? thanks