The old wiki used categories a bit differently than the new one. I think the categories need to be empty pages, like Wikipedia does. And we should delete all the redirects. They were there to try to support old links from the forum, but that's a clunky mess. Kill em all!
That's an interesting way to see it. Originally I was drawn more to film because a good movie you can watch in 30 - 40 years from now, but try getting a good game to run on old hardware... makes me wonder if my old 486 PC still works
duplicate the skeleton, collapse it's transforms, constrain it to the old skeleton and trnasfer your skin weights to the new skeleton. if you actally need to collapse the controllers on the new one you can but you'll probably find it's not necessary - you simply animate the old skeleton and pull the animation of the new one
Honestly, I don't care how it looks...but if it plays anything like Assassin's Creed I'm going to go on a baby punching tangent. I'd really just be happy if they took the first PoP (not the old old ones, but the first of the new set) and just made new levels :P
(Modeled from old sketch found while digging through my old comics) My primary concern is texture details like buttons, gauges, text,..etc. I am open to more ideas than that though. Any good marmoset tutorials on lighting and/or materials would be awesome too. Thanks. Images below!
Hey Polycount so I decided to take an old asset that I got to a rough state a few months ago and decided to rework him for a game ready portfolio piece as well as the main character in a short animation me and a buddy are working on. So any input on how to push the character further or improve the anatomy would be most…
I am back almost 1.5 years later with an update to my previous post. I recently did my first try at casting. I used recycled aluminum. I see in my previous post I mentioned casting in bronze, which I've changed my mind on. Although a copper and aluminum bronze alloy is doable, I prefer the blackened aluminum look. 3d model…
Holy hell - it's THAT Toonz? I do remember that back in the old SoftImage days. I spoke to an old studio colleague about this and he said that he remembered Toonz having a sub-par regioning algorithm back then (compared to Animo) meaning lots more clean-up afterward. Looking forward to giving it a go.
Not that old, lol. I'm talking about assets you made for your old project. However this is where you showcase your latest work, so I understand if you don't want these here. I can just remove them if you want. I'm just trying to say that they still look great. (:
I remembered this from our old project. Man, the new verision in UDK is quite a bit sharper than this but at the time, this was pretty kickin in UT2k4 when we did the test runs. got roughly 65-75 fps on a 128 mb Nvidia agp. on the old 600 PIII. Man this takes me back.