Hi guys, I know that some of you are working in the game industry, but I would just like to know what some of the other non-godly folk are doing. (and if you are one of the godly folk, where do you work.) Perhaps a post like this has been started before, but I couldnt find it. Ill start i suppose. I work (well, if you…
Thought I'd post my final update on this project. It's been a long slog to the end! Basically regarding the 3D artefact I took in a lot of the feedback I've been given and implemented a fair amount of the ideas to make everything a bit more streamlined and less buggy. So I managed to; -Added a quick tutorial system (thanks…
Damn man, I had to bust open a text editor to type this... That line is very true. We all hear "water-cooler talk", and we bitch about stuff in our lunch-time cliques. When the people doing the bitching have no clue WTF is going on and what a manager does. If a manager isn't being up to snuff, say something to him/her in a…
@gnoopThe flood fill method in designer is far more complicated to implement than the same thing in a language with loops/memory - whoever put that together is a f*cking ninja (i think it was Nicholas) But yes, a flood fill / magic wand type approach would be a perfectly sensible way to find the areas of color. Each area…
OK in this case here some Mudbox tricks. It does help a lot if you export selection sets from your DCC. Mudbox is able to read them. There is also an option in the Mudbox prefs to get the selection based onfaces and not verticies. Clean sharp edges no falloff. Prefernces --> Render --> Render Selected --> Face If you use…
I don't have much information about working visa's but having a degree in an alternative field can be useful considering the current conditions. I'm in the same boat BTW. I'm studying materials engineering, totally hate both the university and the discipline. I have a little more than a year to graduate. The only reason…
The critique was mostly positive, he got more nit-picky then usual which is a good sign ^_^ He did not mention much about the coloring, but I will be sure to try to sharpen it up and get rid of the softness. And as for the shape loss, I completely agree. I was in Orthographic mode for most of the modeling, that killed a…
You can get synced normals. Effectively it allows custom tangent bases to be calculated for the UV map of a mesh, which are then used for baking normal maps. The current downside is that you need to manually triangulate your meshes before baking & export to ensure a perfect sync. If you're using full Modo, I've added Unity…
Oh my. You'll be happy to know that tiling textures are indeed awesome, especially when combiend with alpha cards and vertex painting. Tiling textures are basically textures you can tile in either x or y or both, without getting seams. If you wanted, you could have a mile long road using one 512x512, tiled along x. Here's…