Wow i cant believe it was that easy. Thanks a lot Stradigos, and if any one wants to know, in cs4 premiere you click import pick the first image in the set and only that image and click numbered slides at the bottom. Thanks again
Fat and sexy normaly don't go together, but in this case i'll let it slide... That is one fat and sexy harkonnen! Just remember AI is the devil in the universe of dune, so he shouldnt have anything that he doesn't control directly.
Badass! Nice work! The only thing that bugs me, are the knives on her thigh, the handles should probably angle up a bit so they're easier to slide in and out. Whats that sticking out of the bottom of her shirt on her back?
GAAH! Thanks for the heartattack mate! For a second there i thought they released a playable demo!! Gah, i'll go cry myself to sleep now! (btw, for those who want the whole presentation, slides and better quality video, visit GDCTV.)
the eyes offset is most easily fixed by unbinding, removing the bind pose, and rebinding them. Since they 100% weight to a single joint this is an easy fix. if during the setup of the fit skeleton it complains about joints not being zeroed out this can also be the issue, if you ignored that. One time I had a similar issue…
its too many questions in one reply, can't focus on a single thing at a time. i didn't suggest your work isn't good enough for probably most games, just compared to the examples you showed, they are more convincingly realistic. To explain why have to compare side by side and it is a lot of effort so I wouldn't want to do…
oh i just meant if you were sliding along the X, Y, or Z axis since you're grabbing the handle maybe it's interpreting that offset between the gizmo handle vs. the vert as the centerpoint of the operation until it can find something to snap to
Here's an update on this piece, haven't posted on it since I started this thread. I have the buttons and red light LED’s as floating geo at the moment. I was trying to figure how the guards would slide out. EDIT: It rotates instead, going to change that.
There's a fantastic presentation on the art direction in Uncharted 2. I didn't read all the posts in this thread so this may have already been linked to but just in case. :) Art Direction in Uncharted 2 They discuss blending techniques around slide 220 or so.
very nice, i always found with photoshop it was hard to get an overall grasp of how it looked but amazing control. Had to have marmoset open constantly, sliding towards mudbox more these days. can we see the updated spec/ diff layouts??