Producer Threewave Software is looking for a Producer who will help push Threewave Softwares game experiences to the next level. The Producer leads multi-disciplinary teams through the game development lifecycle according to our production processes on specific game titles. The Producer is ultimately responsible for the…
@inprogress: haha that's actually a pretty sweet reason for there to be a floating brain. if there's one thing i can't stand it's poor taste in nail polish. @jesterbox: *highfives* thanks dude, it IS actually that big. @slappybag: lots of love back. and i don't think i want anyones babies at the moment. thanks for the…
Hi there - thank you for following through :) Personally I feel like "speedsculpts" are mostly a waste of time. In principle the idea is great, but in practice Zbrush makes the process way more convoluted than it needs to be and kinda defeats the entire point. What I mean by that is that the inaccurate viewport distortion…
Hey, so this is where HDR tonemapping and a good understanding of photographic exposure comes into play. The reason that the original image looks that way is not due to it actually being too bright or washed out, it's due to how cameras capture and interpret the light that hits them compared to how the human eye does. Take…
Thats awesome Slipsius! keep at it. im still maintaining my 180-183lb weight that i reached after my "vegan" diet. sort of feel like im in a rut. Ill work out between 2-3 times a week during my lunch hour at work.. either going to the park to run and do calisthenics, or going to a gym to lift weights. either way i dont see…
I believe 15 working days is the number of days given for a character to be completed at Blur. But rarely in production do you start from scratch. Almost always you have a base mesh ready for edits to create a character. When you're first starting out focus on the fundamentals first like others have said. Don't worry about…
@pangaea: That's maya, right? While it's not the most friendly program to uv in, you could try selecting multiple vectices that are in the same 'spot', and align them on u and v. It's been a long while since I touched maya, but that really helps to keep your uvs clean. In general, when it comes to the type of texturing…
You'd lose money on that bet Pak. We divide the tasks up as much as we can here into people specialized in hi poly, in texturing ,in animating, in rigging, in materials, in FX. This move to subdividing the process is vital to ensuring we continue forward as an industry because technology is becoming incredibly complicated…