I'm just curious, why do you guys pick the same couple characters? Why doesn't everyone just pick a unique character. That way, if you end up using it in ur folio, you don't end up all having the same characters in ur folios.
475 watts is sure on the lower end, but if you don't get a dual-gpu or high end GTX, it should be okay. Also I can second what the others are saying: DO NOT get an AMD/ATI card if you want to work with Maya. Nvidia is the way to go! :D
@Jakro Yeah, I think 3 years from now, Blender is going to be the main software. A lot of people are already using it with ue4 since it fits the same purpose rather than pay subscription every month bc at the end, ue4 produces the end product, not the 3d software.
Oxy: The standards would be opensource and available to all who choose to implement them. As for people not accepting critism and being lazy. Not much you can do about that, except find a better recruiting staff. In the end, it all shows how this business is still in its infancy. Or, the beginning of the end.
I could easily write the MEL for it. But I don't really see what it does. CB? Looks like it takes an edge selection, anchors the end points, and moves the internal points to be linear with the ends? What length does it try to maintain, or is it a projection of the point onto the linear edge?
Having spent most of my adult life in a game-dev desert, being unable to relocate due to family commitments and ending up working for some really dodgy bastards there are strong echoes of my own experiences here and it's hit me right in the feels. I was fortunate enough to find a path out but I remember the feelings well.…
I ended up wrapping up this project! Got it approved and posted in the Unity asset store! It can be found HERE And as a response to Shuma, Yes I did end up adding more loops after I had it rigged. Thanks for all the feedback guys!
These are great. Is it possible to get the artist's name for the concept art? Cause if some of us do end up creating these beauty in 3d. Would be easier to credit the concept art. And that way the concept artist and the 3d artist can communicate and even end up doing a collab.
Don't be hellbent on doing everything in Zbrush. For things like the fabric pattern on Sackboy, it's perfectly viable to get very good results by adding the fabric normals post-bake. You'll most likely end up with cleaner and much more easily read normals in the end.
Going for realistic, at least initially. There's already plenty of stylised art in the VR space. I'm interested in seeing how people react to detailed, realistic assets in VR. I might still end up stylising it some way, but we'll see how it ends up :)