Here is some of my very early work in 3d and also my 2d airbrush stuff. 3d stuff is all from around 1997/98, 2d from '89 to '95 . I was clearing my house out for when I move to london next week and found loads of old stuff feel free to post your own
I am very impressed with your forest fire scene. I have one bit of feedback regarding your daylight scene. I think you've set the frequency of leaves falling from the trees too high, I'd recommend lowering the spawn rate by 75-95%. Very nice work.
Ok wrapping up here, just playing with camera movement/motion blur. I feel like there is too much motion blur :/ [ame=" https://www.youtube.com/watch?v=KAgRv9MWHPE&hd=1"]Sci Fi Boiler - UDK game level 95% Completion - YouTube[/ame]
95% chance I'm finally going this year, so I'd be down for this and more than happy to help out whatever you guys are planning to do. folio reviews seem like a no brainer, but I'd also be fine doing some live tutorials or q&a about the industry and whatnot.
Hello! :) I'm a Unreal Engine developer with around 2 years of game development experience. The UE4/UDK guys will surely know me from my youtube channel and my epic games forum account: https://forums.unrealengine.com/member.php?95-fighter5347 https://www.youtube.com/user/MetalGameStudios
OH MAN CGI AND FMV WAS SO HOT THEN I really hope they get to the 95-98 era demo cds. There's some community goods on them that can't be found on the net no more. What's funny about most of the mid 90s issues is the porn game ads near the end
I was going to use Pods until the snowstorm from hell hit DC, Pods won't deliver if there's ice on the ground and they need a 14 ft wide space to deliver. So I ended up getting a U-Haul and driving it up myself. The only scary part was when 95 goes through NYC.
As far as the bug issue is concerned. The game is highly playable. And 95% production ready in terms of the levels that we created. The last two weeks there were over 300 bugs that were solved. Alex, the Level Designer, and I were at the booth a good 85% of the time and only noticed 2 major bugs related to gameplay. :)
Haha what, no scripting? I can't believe they even consider that viable for anyone to use... Maya is much harder to use without a bunch of extra scripts. And 25k polygons is just weird... It's also slightly too low for what I would consider not an issue in 95% of cases, 40-50k would've been better
yeah copying through the camera is terrible. My CF got corrupted last time (my fault I guess, cheap knockoff CF), and I couldn't even read it anymore through the camera, came up as blank. When I used a reader I managed to save 95% of the pictures I took.