Haha i was making a joke. These things tend to be a bit silly because people can cherry pick to make it look like their progress is both good or bad :P. I did make the original work in 2007, but that was with some amazing help and feedback from pros, so i was punching above my weight, and it was a piece i couldn't…
I dont understand the context. Technical limitations as positive Feature because its makes a game harder? It was okay for its time but today player will hate it. A small FoV, imput delay etc. ... break the immersion. The player need the challenge ingame and no extern reminder that the controls sucks. Dead Space with the…
Turned out a simple aim constraint on the base joint worked best, there're some gimbal flips in there, but fortunately not visible on cylindrical object. Will do more passes with bhGhost to check the planes the chains sweep out before adding FX...which should mak the arcs more visible. Looking at maya expressions for…
Looks well done in presentation. My ONLY crit is that the textures look too over sharpened and low-res in contrast to how well the baking of the lighting and shadow resolutions are at. In particular.. The light as seen is very bright and desert like, while that being what it is.. Takes easy notice of the textures and…
Didn't even realize RappaTools was still around. Well that's ok, at least this is free. Quad From Vertex should work fine now, sorry about that. Just fyi, It works slow on Edit Poly modifiers atm (about a 1/3 second delay on my PC). About writing a plugin for edge extrusions like in Blender; It would take quite a while to…
You a pcgamer? i don't think so. I only replied on this one man, orbis, and my whole point is: The PS4's specs are actually NOT impressive for me. The opposite to some of you. Ps3 is also multicore, and the new specs are not as great as you may think. There's too much hype around these new consoles for this time of crisis.…
i think it's just the same in maya as it was in max really. bought-in addons like the modeling toolkit, various integrated bits from the bonus tools, things they keep around for compatibility reasons and the history of a 20 year old program that even when brand new was quite the collection of functionality from a few…
@lucasz thank you for your feedback! I agree that is too clean, the project it took me so long (I have been learning Houdini during this project) that I didn't want to spend more time on garbage for now. But I have hope that I will continue the project in the future and maybe to put the debris procedural on…
vertex painting, decals, mesh objects scattered around to break up the tiling, even lighting can play a part in breaking up tiling textures if you have interesting shadows casting on it and also using colored lights creating different hues and contrast across a surface. Scale of the texture can also play a part in noticing…
I know you're only just starting out on this particular environment - but a few things rub me the wrong way: Really nice assets so far - but for a subway/train station - the floor surfaces suffer from being never used - i.e. there's no scratches from luggage - chewing gum stains and more importantly - footprints/shoeprints…