Update#01: * I set up the spell system with blueprints (target switching, projectiles, variable timings etc.). * Then blocked out all the individual effects (buildup, release, projectile, impact). Next up: * Adding details to each individual part of the spell, proper textures, meshes etc...
Arise, thread! I'm getting the same thing here, only with Photoshop. GoZ would open Maya as it should, but when I changed the target app to Photoshop, nothing happens. Wannabeartist, have you had any luck since you spoke with Pixologic a couple months ago?
Depending on the target engine, you could use multi-layer materials with tiling textures, which would give you much better resolution close up. Showing the unwrap and giving a bit more information would help other people to easier debug your issue though.
texturing aside, if my target mesh is 35k, then i would also assume there's a high poly to be made too... if you work smart, you'll be working in a "backward compatible" subdivision style that will allow for extremely fast retopo, that keeps all of the form of the model anyway. It's all down to planning.
Does anyone actually use different resumes for different studios? I just send a standard animation reel plus resume and reel breakdown; sometimes I'll include other pieces of animation that might be a good fit for that studio's style (or they'll ask to see more targeted work).
PLCs (programmable logic controllers) are used for all kinds of industrial applications. A specific type of PLC was the target of Stuxnet. Gaining access to specific controllers, either physically in a machine room or through an Ethernet module, is enough to cause serious damage. You don't need access to an entire network.
thanks a ton! :D now I know whats causing it. since my target size is about 1400 pixels wide I could do normal print screen in the worst case scenarios. shame to loose abit of that extra crisp from highres shots but oh well :)
I find that highly unlikely. What kind of artstyle would you use that at least 5 other studios aren't doing something similar? Especially with how homogenized the game industry has gotten, you'd have to target something very rare. Like Looney Tunes. :poly142:
Are you using the super sampler? I find sometimes with those round surface normals the super sampler can make some strange artifacts, try taking off the super sampler and render it at 2-4 times your target resolution. As always, a nice cage will help too.
Curves and Boolean operands will definitely generate machine like aesthetic tolerances if by "hard surface", manufactured objects are the targeted output you've in mind but I have to say either Blender or Maya would be the primary toolset of choice - my 2¢ EDIT: ...also conversion to a cage mesh as well.