That's a pretty nice tutorial. The only bit that it is missing is a bit of curve on the spine as it takes the impact of all that weight coming down. Right now, the back is a stiff board which takes a bit of the life out of the animation. @Taylor: I think you're progressing along really well. And doing the right thing by…
Most likely to procedurally rasterize the polygons in the environment and do some fancy stuff with them (like say defining an extra 'vertice' is, and how it can change procedurally should it need to tessellate or change dynamically via hot spots as opposed to general tessellation). I remember using 3DC, and at one point…
I usually use a power on the diffuse texture for the specular "color." Some people advocate complementary colors. (basically inverting the a high contrast version of the diffuse which can be done with a power and a 1- node in the editor) I don't particularly care for that yet probably because I haven't found the right…
I think you're overestimating the effect District 9 had on public awareness or outrage about Apartheid. Most opinions I came across basically boiled down to 'cool guns, aliens, violence'; not 'fuck Apartheid!'. Some people had some vague notion that it had something to do with real events in South Africa, but not many.…
Designing iconic characters is difficult. Especially in a world soaked with visual arts. Besides that is not the only concern in design, the character has to appear functional, for the same reason you dont draw ice picks on a desert dweller. In my case, designing a robot as a main character removes a lot of problems that…
Thats a pretty bad assumption for a beginning drawing class. The first class I took had us just drawing lines for the first day + homework more lines... The thing about drawing straight lines is that you don't do it all in one go. That would lead to slightly curved lines due to the arcs of motion that your shoulder, elbow,…
hardcore mode -harder to build up speed -harder to do specific tricks. if you want to do a blunt slide or something, you gotta nail it dead on. -doing a flip trick on a rail? good luck.... -higher ollies are harder to do -bailing is much easier basically, all the physics are better/more realistic. you cant do huge combos…
Hey 3Drobbo, I've worked on AAA titles and very few of them have full body normal mapped cars and my personal opinion is that normal mapping a whole car is a waste of time, how ever it really depends on the polycount. The current industry trend for this generation is a minimum of 16,000 polys for the exterior (including a…
I suggest that you study human anatomy a bit before jumping straight into a detailed character. It's not much fun, but you'll be much more satisfied with your work when it's all said and done. Try modeling a simple mesh without a lot of detail, while focusing on getting the proportions perfect. When you're comfortable with…
You're not gonna find a job where they let you program games and also make art for them, and frankly, if you try to learn both, you'll probably be sub par at both (unless youre just awesome which is possible i guess). I guess it would give you an opportunity to start your own studio and create a game almost entirely on…