i will not name names, but i know of several studios implementing the brdf physically based model from disney in game engines. its all open source and you can find a lot of info by doing a google search. here is a pdf explaining the basics. http://disney-animation.s3.amazonaws.com/library/s2012_pbs_disney_brdf_slides_v2.pdf
Thanks for the input guys, I have tried quite a few different settings and what not , but the problem is whenever it renders it switches the render settings to .iff format. I can see it switch to .iff in maya render output as well. :S. The way I fixed it is by using 3ds Max and Swift 3d instead.. lol
It's been a long time since I've compiled anything using source, but sometimes (especially when recompiling with existing animations) you need to put snap rotate 90 or -90 after each sequence, like this: $sequence idle "idle" loop ACT_VM_IDLE 1 snap rotate -90 fps 30.00
Sure thing, here is the beetles dif, specular and normal: http://www.pee-baa.com/other/forums/beetle_spec.png http://www.pee-baa.com/other/forums/beetle_normal.png And here's the water towers dif spec and normal: http://www.pee-baa.com/other/forums/water_spec.png http://www.pee-baa.com/other/forums/water_normal.png
Hey Robert, I agree with Ashervisalis here and I also feel your portfolio
is lacking actual level design. If this is what you’re trying to go for then
your work should tell me that, but all I’m seeing is levels created for the
sake of looks. Great if you’re focus is on environment artwork, but design
needs to go deeper.…
... at gaming perhaps - but not in film or rendering. to slow transitions in the animations and gallery- makes me want to close it right away - it really needs to respond quickly - otherwise people like us and the ones that review yours later for a job will close it right away. Another let down is the tiny tiny size of…
[ QUOTE ] hello, is there a simple walkthrough pdf or something for someone who hasn't used xnormal yet? oops. found the tutorials on the site. haha. impatient post. [/ QUOTE ] I recommend you these tutorials before to start to use normal mapping: http://www.bencloward.com/tutorials_normal_maps1.shtml…
This will most likely be something that Valve rolls out when the submission process is set up. But for now I personally just search for some good images on Google for the Idle pose, and replicate that. Once the real idle poses come in, it shouldn't be too hard to adjust your animation. I attached an image of what im using.
site looks good to me except that I wouldn't have the contact open a new window, and I wouldn't have the resume go straight to a pdf. Have the resume on a readable html page with a link to a downloadable pdf and word doc on that page ideally. Also ditch the demo reel button until you put something in it.
If your resume's linked, it'll index it; word doc, pdf, parchment scroll, google'll index it. Yahoo'ing my name comes up with my cell phone # and home phone # within the preview results (from a pdf). Doh. Adding a robots.txt file (google it) will help you prevent certain things from getting indexed.