True, I haven't been keeping myself up to date on recent blender stuff, I'm very much cemented in 2.49 currently, as far as I know it's still GLSL only. I do agree that assets are best finalized within the engine itself to ensure it looks as it should, or if possible, shaders written specifically by the company for the…
@eld ya think your right about blender being open-source is causing sections of it's community to be quite hostile to everything else which Doesn't exactly help things along too well. i would defiantly being using more of it, if it was easier to move stuff in and out of it between maya and it with everything intact, but…
In all honesty, as you get better as an artist you will inevitably transition into Max or maya. So dont get too hung up on software if you are a complete beginner but expect to learn those packages eventually. Working in a major app open you to plenty of community resources like tutorials, scripts, plugins etc. More so…
Exactly, do learn max/maya, but don't feel the pressure of having to model everything in max/maya, as long as you know how to just alter a mesh them you should be fine. You can still do all your modelling and uv work in blender and then move it over to max/maya, as long as you learn how to get around the hurdles until they…
wow... haven't been online lately (due to too much partying :D ) and now I had a lot to read. Thanks a lot guys for the tips, hints and the discussion about blender's value in the game industry and of course the tutorials!! I will learn Max, that doesn't hurt and can only be an advantage. Hehe, and good idea with the car…
ROAR, hey has anyone even watched Battle For Terra!!! All blender stuff. and I AM a Max guy. Point is we are 3D artists and what ever works to deliver the results you do that by heart and never let go. But acquire new knowledge. Its true that a company wont change their whole pipeline for you just cause u good at one…
Well a "cage" can mean a few different things and is a fairly vague term, it doesn't necessarily need to have a "cage", however it does NEED to have the ability to use an averaged projection mesh when you have hard edges on your lowpoly. From my understanding it does not have this functionality, only the basic ray cast…
The stitch tool will have some new improvements when the UV branches get added to trunk :) http://wiki.blender.org/index.php/User:Psy-Fi/UV_Tools The other UV branch is based on BMesh, so we wont see that until 2.63/4, but the other will be added within a few months, iirc. A new bevel too is already in the BMesh trunk and…
Yup, I wasn't sure if non-AAA development was what the OP had in mind, but the game industry in other parts of the world is not as max/maya-entrenched as EQ's experience would have you believe. We're a little less legacy bound in smaller shops :p Currently the only beef I have with Blender is the lack of cages, but Xnormal…
Well there are multiple parts to this: A. Custom mesh normals as in anything but a completely averaged mesh. Simply having edges set as hard qualifies as "custom" so if you're exporting straight from blender and into a game engine that is an issue. B. Exporting not only normals but also tangents and bi-normals is a very…