The GTX 970 is an incredible card for the price, I got a GTX 760 around this time last year for $220, I would of gladly paid $130 more for a card that gets nearly twice the FPS in games like Bioshock Infinite.
i kinda like the lighting from post #130 more than the current one. it looked like fairly normal sunrise and stronger light gave the scene more depth. now the environment (especially the building) just looks more bland.
Two "medium" size displays > one big size display. It's not that expensive: two 22" 1680*1050 screens set you back like 130-150 euro's each here, that's still cheaper than one 24 or 26" screen.
Cooling isn't much of an issue, I have a system built inside of a Cooler Master Elite 130, stock cpu cooler and noctua fan in front, runs like a charm. People have done water cooled setups inside that case as well.
I absolutely love your animations, along with the very original idea of the whips - it gives a very dynamic feel to his movement. I often come up with MOBA kits in my spare time, and I did one for your character - Ashytkin - The Ice Demon Primary: Assassin Secondary : Fighter Projected Meta: Assassin Top Lane, Full Damage…
If they're a legitimate business they won't bat an eyelid at paying you 15-20 an hour If they're not then you don't want to work for them Long term Contract work should pay 130% of an acceptable wage for a permanent job Short term should be at least 200%
the information I have, MayaLT is: For Basic Support £45 / 50 Euro - monthly £110 / 130 Euro - quarterly £350 / 415 Euro - annually For Advanced Support £65 / 70 Euro - monthly £165 / 190 Euro - quarterly £490 / 580 Euro - annually
Guide to Game Art Applications I recently celebrated my first anniversary in games and I've been reminiscing about my pre-industry days. I remember the struggles of casting out job applications and the rush of getting bites back from studios. It was difficult to get any form of feedback after applying and responses were…
Hey guys! Im currently a first year uni student at Derby Uni and for one of the modules we have to create an asset and put it in a scene. This is the first time we have created something all the way through the next gen pipeline incukding making the hi poly and then the low poly before baking it and then creating a…
Can you post a screenshot of the issue next time it occurs? At my workplace we saw a strange bug in maya 2015 yesterday where after cutting a mesh an unselectable vertex jumped to a spiky position somewhere of the model. I am curious if this is the same issue ( if it is i still got no solution sorry ^^ ) Or if it looks…