There's not just quads but n-gons too (imagine a 12-sided face, for example, it's 12 edges in a closed loop). The three.js loader is probably triangulating that model for you. In some formats the faces with more than 3 edges are described right there, like in the .OBJ format for example: f 767 773 748 750 768
f 749 751 750…
It sort of depends. If you're using the metalness workflow, there are a couple limitations. You don't get as much control over the reflectivity of non-metals, everything is fixed to 0.04 while in reality non-metals reflect in the 0.02-0.08 range or so. Also with the metalness workflow, you can get some nasty edge artifacts…
Another bump for Modo provided you accept two caveats: 1. The above-mentioned game-industry weak links in the armor. Maybe that will all get resolved in 801 whenever it drops, but should you consider Modo, you need to go in with your eyes open. Even though it costs less than Maya or Max, it's not cheap. 2. Most studios…
I go wherever the work takes me. If that's F2P or mobile, that's fine. As long as I'm working on something interesting (ie; NOT Disney Princesses) then I'm happy working anywhere in games. AAA game development has been hard for me the last 4-5yrs, being mainly a contractor. I got out of games in 2006 and did scripting for…
3d studio dos r2 for me as well, although when I got it from a friend as student version, r4 was out already. Did some very simple modelling, mostly animated stuff for fun sake (logo animations and such). No internet no manuals, it surely was a fun time figuring out that software ;) What stuck is that I still use the cyan…
I would like to add something to this - Pro players and organizations being bundled with normal sets and rivals. We saw this with the pro Ti4 sets, as a fan of a player or a team, you're running into a situation of not being able to support them fully, making it much less valuable to work with a pro or a organization.…
Is it just me...or does Maya 2008 look a lot like 3D Studio Max? As for the flamethrower model, I actually have some questions. Does the Source Engine use a separate model for a weapons viewmodel and its weapon model? The viewmodel is what you see from the perspective of the player, and the weapon model is what you would…
I agree it catches way too many people off guard, they should just disable it and give a progress bar instead. To explain it: That's the actual output of all the maps combined (same thing as running a "complete map). What it shows is a full render of the object, then based on your settings it saves out pieces of that…
If you want to know the exact albedo value for something grab your camera and your handy Macbeth chart and go out for a shoot. That will get you the most true-to-life results. If you don't have a Macbeth chart see if you can find calibrated scan data online somewhere and use that to inform your texture. If you can't find…
http://uploader.ws/upload/200808/testgridcirclesdx7.png I used this one for a good long while, until I made my own. Mines highly personalized and makes me laugh every time I see it. It also does exactly what I need it to do. If you load the checkerboard pattern into an empty slot in a blank file and save that file as…