Looks great! The scene has a good amount of detail without overdoing it. Are you planning on adding caustics? You should be able to add a material function on the floor - perhaps mask it out to only appear in important areas. Video on caustics: https://youtu.be/XHugDXx6c5c?t=7871
some of the older chests got revamped with all new items. I'm not sure how many, at least two. I don't think an announcement was ever made though. and I agree Pior - a way to search or sort through bundles would be an excellent addition to the store's functionality.
This was done using the "sculpt using map" function in mudbox. Next stage is to get the icicles into modo cut them out individually and mirror (will probably be an ass to do) for a full model of an icicel. I will doing more tightly clustered icicles but it requires a lot of PS work. Cheers
Is there a reason you guys like the Samsung slate or whatever over say an x220 from thinkpad? Same functionality but better specs and can also use as regular laptop. Just wondering cuz idk I might want to switch to drawing on the screen sooner or later myself
I was gonna write one for max until I remembered about the material explorer and started using that. It has all the functionality of assigning and managing materials. The only drawback is importing in the ddo fbx. I put the ddo fbx on a layer and hide when I am done with it.
Interesting to know you guys used Unity's terrain editor. As far as I've seen it doesn't support normals or any custom shader stuff, it's very limited, is it true? If so, did you guys hack more functionality into it or just used simple diffuse textures for the terrain?
First post! A hand I have been working on while taking the Anatomy for production course at CGMA. The course has been great so far and my understanding of the form and function of the body is improving every week. No tertiary details yet, just sculpting the main forms.
I will have to give this a go. My main problem in jumping from photoshop to any other painting program is that nothing handles layer functionality and masks quite as well as photoshop, both of which are super important for quickly getting ideas out that you can iterate on rapidly.
The Pixel Processor get some nice optimizations on the Directx 10 engine (OpenGl engine on mac will come later). So this perf boost will only be available within SD as Unity/Unreal uses the CPU engine. You can expect this kind of performances on very complex functions:
I think I might brush up on my controller skills! being a PC gamer at eurogamer last year was a pain in the ass, I would sit down to play something and be unable to function without a mouse and keyboard. I didn't to really enjoy many of the titles there. :/