That's what I was thinking. The only reason I considered it might still be relevant was that it was being used by Johan Lithvall a guy who designs some really nice hair for AAA's, he did the hair in the Horizon and Spiderman games. I wish Japanese devs shared more about their process for example how Capcom does their hair…
So a formally dressed candidate for an interview automatically has less experience? And for which interview, artist, programmer, HR, management? I doubt all of them dress the same way. What is the nature of the industry? It seems totally arbitrary to me unless you mean the more stereotypical game developer dress codes…
Modo is a great modeling tool. Hard to beat it for mechanical and environment work, especially now with MeshFusion. For hard-surface stuff it is really awesome. It is an extremely capable poly/sub-d modeler. However, as others in this thread have stated, there are still some lingering disappointments/frustrations and I…
good luck to you guys, but you're setting yourself up for a rough time. Always nice to see students trying something different though. Whats wrong with just making a non profit game? Back in the day i was part of a mod team at AILA and it had a great reputation of getting members industry jobs. They were just mods, not…
All right Keg, this is what CatLog spat out. There's some other junk in there like the power saver turning on at the end, and i think some lines in the beginning were there before . launched PolyViewer. But I'm sure you can make sense of it. beginning of /dev/log/systembeginning of /dev/log/main 07-02 19:58:13.920 E/GetJar…
renderhjs is mostly right, but you can go for the most common kind of thing. Usually that is creating two models, by taking the undamaged one once it's all finished and morphing it into a damaged state. Then take the textures and change them to fit the modeled damage. Seperate parts can be created that can detach and so,…