Oh, on the gif note, if you can put in custom code, try Gfycat. Converts the gifs to a much faster loading HTML5 vid, you should be able to embed it. :( No non-script options for this though. Just know that gifs are just... huge. Possibly not the best idea if you want a fast page.
Create box in the app of your choice, add cuts and deform as needed. PolyDraw new topology over a exported copy of a lower level. Use a conform script like Max ReTopo to conform the low poly as you build over the surface of the high. Polycrunch, ProOptimize, Decimate and clean up as needed.
It's a really good engine. Graphically it's not UE, but there are some decent graphical capabilities as well. You can do lots of stuff simply by drag-dropping, but it gets a lot funnier once you get into some scripting. I've managed to do some fun, simple games with basic javascript. The documentation is excellent.
Forgot to mention it, I am going to move the elements myself, I doubt any script can do it and yes I need the control About the software, I work with both maya and 3ds max so I'll prolly try your Maya way, vector renderer or the Silhouette thing
Sad to see this. But there must be / is a way to counter this. As much as we complain we are doing just that. Create worldwide union and go independent. We are those who create the content from script writers to all sorts of cg artist. Imagine, if we worked as one, we could be in way better position.
if you want to build a new set of storyboards for a portfolio, how do you pick out your subject matter, how do you decide what to board? do you look up a script on google? pick something out of a comic book? reboard something you saw on TV?
So would it be too much to ask for a material that makes an object always try to point one of its axis to world-up? Also why does any of this require scripting at all? Isnt this functionality that should have been in UDK since the first build? It's been used in games since 1997.
Yeah I know about change the preference setting, but the ylaz or seneca script to drop object into the "ground" is still take Y as the up axis, therefore instead of drop to the ground along the Z axis (cryengine use Z as the up axis), the object will move to the left/right along the Y axis.
Yeah, this all seems odd to me as well. I suppose we will have to wait, I don't know how easily someone can transfer their scripts, code, models, and stuff to another engine without breaking their work. But if something does happen...surely Crytek will have a bit of a mess on their end.
I believe your base 3d program of choice is always preference when it comes to modeling, I know a lot of people here who start to recognize their programs limitations will delve into creating/buying scripts for more complex and faster modeling technique in which case you may want to look into.