[ QUOTE ] here, you want some ps3 stuff to speculate on, try this on for size... http://www.engadget.com/2006/01/16/playstation-3-conceptual-design/ [/ QUOTE ] What are they getting at? So it has "Conceptual Design" written under it so they jump on it and say that PS3 as a console was just a design excercise?? What the…
Hello everyone, I want to share a new tool I've been developing for some time now called VmBaker. It is a texture baking tool mainly targeted at game developers for making low-poly models - but it's really up to you how you want to use it. If you're tired of exporting models from Maya to Blender just to bake beveled edges,…
If this counts as my one explanation can I use it here? The disclaimer came too late, but the idea for this thread was PS1 art that kept pushing the system after 2000. I didn't want to copy 100% old games because it sounded boring. The truck scene was definitely an inconsistent starting point though. And I'll start…
2006 never ended! Bloom used to be cool when it was only applied to lights. That's how it was when it first started with Ico and Bridge Commander in 2001-2002... but applying to everything is just argh can it kill you to make a little buffer to render glowy stuff in for the bloom Even worse is when bloom is referred to as…
srsly. And actually those should be "shooter" games not just FPS. Really by the numbers every time the violent video games experience a lull of new releases crime goes up a bit. I mean just look at 1999-2001 and the similar smaller spike between 2003 and 2004. It is OUR DUTY to release violent games and keep these…
I worked at EA from 2007-2009 until I was part of what starting to seem like an annual 10% workforce reduction, it's par for the course with them. I'd recommend working for a privately owned studio if you can, it doesn't remove the risk of going to a sweatshop that crunches nonstop but you don't have to worry about getting…
i used this tutorial a while ago that suggests mental ray and 32 bit displacements, but it doesn't seem that zbrush 4 has all of those fancy settings for exporting displacement maps. i recently opened a max 2008 model with displacements in max 2010, and i had to adjust the extrusion strength to get it to look right. i…
Ok, so I've posted a couple of times on hear about some WIP heads I've been working on. Had a few good crits from people and I'm back with another attempt. Again, it's fairly low poly,(1200 tris) and I'm starting to understand edge flow a bit better. I'm now modeling more with the thought in mind of how the face would…
[FONT="][FONT="]Hello polycount, the Stargate Modding Group (SGMG) is looking for reinforcements on the 3D artist side of our project called Stargate - Empire at War: Pegasus Chronicles.[/FONT] [/FONT][FONT="] [/FONT][FONT="] [/FONT] We have worked to create a game modification based on the universe of the…
Hey guys. So I was wondering if anyone has tried using Roadkill in Max 2009? Basically the program relies on an OBJ export maintaining edge selections. In 2009, it doesn't seem to do this... I've tried a few different things, no luck. Anyone else have this problem?