Hello I understand your confusion now that I've taken a look at this issue you are having. There is a bug indeed! I am not going too verbose here but I can summarize it like this: -NSUV does not automagically load required plugins during startup (so NSUV "fails nicely" when the Unfold3D -plugin isn't loaded) -Maya 2016.5…
Let me get this out first: I really don't like these social networking sites. I'm just a "if you know me, then you have my email/phone number... and that's enough" kind of person. Avoiding becoming a member was easy, friends would ask if I had an account, I'd laugh at them and say "Hell no!" with my head held up high and…
Surely character models such as his could actually benefit from a 2k map though, as in when the player becomes close enough. I completely agree that 2k from a distance is pointless (in a relative sense), however I would have thought if they can push for higher details when the characters are closer, then it would be sweet…
I guess it's a good thing that the premise of your argument could basically be summarized as "more hours = more better", which is not specific to FZD, because we do actually have some evidence on that. Even assuming the number of hours worked was the most important factor to a persons development (which is probably wrong)…
Nice hydrant, nice modeling and good texture from what we can see. Maybe you could show your different texture sheets and the mesh topology. I'm not a professional but I think it's probably a good thing to show one classic asset to easily position yourself among different artists that crafted the same asset. However, you…
- a lot of the art looks cool, and overall the demo gives the impression that the team could be nicely competent. - the video is too long. You have maybe 40 seconds of it that summarizes features, but you have another 5 1/2 minutes of showing off the same sort of stuff. I'd cut it to 2 minutes or so. - You comment about…
New devlog! This one is shorter, that the previous one was a scrolling nightmare. Sorry about that. So, we have a new shader to dissolve stuff in sand. Like this: How does it work? Easy: the shader has two values: one that allow us to make transitions from any texture to sand and another one that makes the object…
Before I say anything else I should probably mention that I'm going for character art (fingers crossed, anyway) so modelling/baking/texturing is my biggest concern. I also occasionally rig/animate my own characters but having good rigging and animating tools are less of a priority than having good modelling tools. I just…
One of the most hard things with rocks and especially bigger rock formations/cliffs/cliff walls in the randomness to it. Random as in "cracks and shapes that makes sense". The human eye has a dependency of "fixing" that. We are doing it all the time in our minds, straightening and lining things up. I've spent a LOT of time…
The newsfeed as a stream/wall is a pretty interesting take on it ! One potential issue is that the actual news (announcements, contests, and so on) would be drowned down by all the other pictures. But maybe the news could occupy the top row of divs while the rest would be pics. Also and for what it's worth, a remark about…