Here's all the Reviews I could muster. Good and bad and Ugly. PlayStation Blog http://blog.eu.playstation.com/2014/01/24/hands-on-with-thief-on-ps4/ CapsuleComputers http://www.capsulecomputers.com.au/2014/01/thief-interview-with-game-director-nicolas-cantin/ Hands-on with First Three Hours…
This week was a fun one for me as I had a bit more time to delve into the game than usual. The two things I chose to focus on were artistic process and management design (more on the design on the blog). I've always been a bit fan of workflow improvement and optimization and was really inspired by Michael Pavlovich's GDC…
You're here asking a question, wanting to learn. That automatically qualifies you for learning all of this. No one starts out skilled. Sadly, not even the best modeler on earth can make you understand by typing words. You'll have to seek out the theory behind different subjects and try most of it for yourself in order to…
I know Houdini focus has been VFX, I have few questions regarding cinematic pipeline. Hero characters, close shots UDIM-s etc. I know by the fact UDIM-s are used in films and often also on hero characters and in VFX pipeline. Main reasin is that you have more control over texture details on specific model. For example: If…
EDIT: So I guess the patch and SDK aren't available anymore from the links I posted below. Here are some new links if anyone still needs those files. Crysis Wars 1.5 patch Crysis Wars Mod SDK Package Ok, first off thanks for starting up this thread Cody, and thanks to both you and HP for gathering all those links. Now…
OK, I took a quick look at it this morning and had it working perfectly within 10 minutes. The only thing I'm not sure about was the highpoly segment of the shoulder bit, it seemed to be an XRef from a different file not included in footsoldier.zip , so I made a new one quickly by cloning the lowpoly section and adding…
Seeing the graphics of games today even from the perspective of myself around 2002 or 2003 would be mind blowing. I still marvel at how good the resident evil remakes on the gamecube look. I think graphical improvements will have less and less impact as things evolve based on the principle of diminishing returns. Not much…
Hi! I too would add details that don't contribute to silhouette during texturing, as it allows for faster iteration. Looks cool! I think the definition of the helmet is a step behind the rest (layering of the plates), probably because it's wip. Keep it up!
unless you want to get into building your own fxmap that's probably the best thing to do. if you do want to build your own it's basically the same steps you'd follow to create a voronoi or poisson distribution - there's plenty of code examples online for those
Everything related to UVs in Blender takes 3-6 additional steps compared to any other package, and gets worse if you need fine control. But, I finally got this unwrapped.