Hey guys, another 'quick question...' (think thats gonna be catchphrase from now on! lol) How do you extend the loading screen time? I have created my own Bink movie to replace the standard UDK loading screen. (Bit of a mission, but I got there in the end!) My only problem is, when you get to see it in action during 'Play…
Pinned down the complete work flow with control rig. Create the pose and intended animation function in control rig itself, then send only the working point controls. Handle the control rig no differently than a bake animation in anim bp. Use the character bp to do the timing. It's very clean. My strategy is duplicated…
Game development can be tough. Shit goes wrong, bad planning happens, deadline become immovable due to various reasons and scope/quality is not being compromised. All this crap happens because there ends up with a disconnect between the people doing the actual work and the handling things. I don't think there is huge…
Hi I am new here on polycount but it seems like you guys do great work, I have looked over alot of the models on the website, and browsed through the forums some. So here I am making a post. First off I am sorry if this post sounds newbish, or if you get them alot, but I am going to try anyways. I am curious if anyone out…
So many interesting stuff. Thanks guys. Some of the stuff is way to anime for me :D . The reason I created this thread was watching Red Line. It has so many great ideas. So many new stuff I haven't seen. I find that the reason for seeing so much new stuff is the difference in culture. Also the difference in countrys…
Thanks for the suggestion. Actually I did try this as well but it didn't solve my problem. It seems that maya treats any new created object with the standard weighted normals calculation. And I think combining two meshes always leads to the new object to be treated as an entire new object, even if you don't delete history.…
It's ok to have an opinion, even if it is against this thread. I agree that something related to this should be stickied or the hazardous response wiki'd. Hell, the Pomodoro Tech us something that should be stickied. This sounds like a great practice that I wish high school and college taught me. It was created in the 80s…
Man, the ADN tools are so great. I mean, I have a feeling my techniques were outdated anyway, but this approach is so much better than what I was doing when I was modeling more. There was a great little utility script called GetBent a few years ago that really streamlined the bend deformer process for creating radial…
they nerfed spore's potential. it could've been great, but they botched the progression of everything. it ended up not as a game, but more like a "create a creature workshop". it gave me the same feel as black and white. both of them were supposed to be epic freedom experiences, but just ended up being really poor games.…
The main thing here is that you're not created highres assets to render out your normals, you just have pretty lame bumpmaps for everything. The form/normals isnt nearly strong enough to sell the work with only color work in the diffuse. If you're going to use normals/diffuse/spec you have to realize that the normals…