While I also think sets are the road to Valve's heart, I didn't think getting things accepted by Valve was the main idea behind the thread. I thought the point was to learn and help others learn in a fun way and if something get accepted by Valve it's just an extra bonus. With that said, I do have an idea of a way we can…
1) Yes. I can't think of a reason not to work like this. Faces, labels and areas of models that face the camera a lot are all suitable candidates for this. Take a look at ID Software's "RAGE" for example. The TD fluctuations are very, very big there - but it actually works and the game looks great imo. 2) I would say so…
Id say its definitely passable, especially when making a game you shoudlt nitpick to much on single art assets. with that said you can always improve, its just a matter of setting goals :) and its not like we have anything against this style of art you know, its more the standard deviant art attitude, aka, cant take…
Overlapping a symmetry uv is good to get a more higher texture density on other unique bits, but don't over do it cus you might get an artifact of what we call 'butterfly effect'. It's when you can see the pattern on you texture mirror right at the center of your mesh. For hands/ legs for example it's hard to tell since…
We should start a new independent game development organization with radically different revenue models and say goodbye to the publishers anyway. We used to need them. Before the internet. We don't need them anymore. They need us. Walk away. Change the industry, entirely. You don't need anything but a link to distribute…
shift click to duplicate in place got removed in max 2008. max 9 was the last version that had that. bring back the old shift click behavior but add options to it so it doesn't bring up a dialogue every time you do it, and you can also specify how far you need to move something before the duplicate happens for those that…
@Thatanimator - I hope I didn't come across the wrong way in my comments. I think the game looks awesome - there's certainly no need to play the "i'm an animator" card ;) I guess when I was playing it, I just saw some potential in there for a few tweaks to make it stand out. The great animations combined with simple (yet…
Its not a nice option, but its what you have to deal with when using a broken tanget space setup. Unfortunately this is the only technically correct method, everything else gives visual artifacts as already explained. Its not really something you're doing wrong persay, but the realities of every bit of software handeling…
Unfortunately stability with a decent paid job is heavily dependant on the country you are in and also from your skills obviously. I live in Italy and here the unemployment rate is over 11 % and the youth unemployment ( 16-30 years old ) is 40 %, companies want overqualified people ( master degree ) with 3-4 years of…
looks like a good idea overall. I would suggest to concentrate more on making a finished (textured and shaded) piece of every element of the environment for the sake of test and evaluation. For example a wall and roof portion of a house and a part of submarine wreck shell. Since you are learning the engine I would suggest…