Agreed with everyone here: you've got one killer portfolio. Two crits on the site though. First off the header looks left aligned while the rest of the site is centered. It irks me. Secondly, more tuts! I must learn the ways of the Pior!
it kinda looks like the little girl from monsters inc. grew up, and joined some anti-government group in the dystopian future, trying to protect the rights of monsters or something. Err, point is she looks very young, not sure if that's what you're going for.
Last one from me. 14£ for 2000 Virtual console points. N64 games = 1000 = 7£ SNES games = 800 = 5.60£ NES games = 500 = 3.50£ Cheaper to buy carts(inc postage) off ebay for most SNES/N64 games.
We support these formats in our engine, but it's borked right now for some reason. I wonder if any developers are actually using pre-multiplied alpha? IIRC a pre-mult. texture actually costs more in the shader than a non-pre-mult., because you have to use more math ops with it.
Probably isn't a problem, more like a button I accidently hit. When I use the arc sub-object tool to rotate around my mesh, the mesh goes invisible. Anyone know what I hit or how to make it so I can rotate my mesh and see it still? Thanks!
My name is Alex, I'm developing small rail shooter for mobile platforms (reference StarFox and Arc squadron). Story and game mechanics are ready and work. I'm looking for 2d/3d artist for sketching air crafts, space ships, environments. Screenshots of progress.
I will be moving to Reno, NV this Monday morning to be an environment artist at 5000 ft inc. I will be working on an Aqua Teen Hunger Force game for the PSP, and yes I am beyond fucking excited. I extend an open invitation to any polycounter to come to Reno and hit the casinos and some hookers.
Damn after Jason's killer thread I'm feelin guilty I haven't rendered out more I was mostly responsible for creating the artillery and natives in Age 3 but here're a few of the IGC characters I built and textured... Warwick The Boneguard Sahin Chilche and the Cherokee Chief
I don't have Unity in front of me right now but iirc, navigate to/select the mesh file in your project directory, select the actual mesh, and in the preview window you should see a wireframe model and vert/tri count edit: (from Unity forums)
Light probes for dynamic objects, yeah, just checking. Though you can use reflection probes for static reflective surfaces, IIRC. Precomputed GI depends on resolution. If your resolution is low, that could cause the shading differences. What's the preview checker look like?