another perspective-monkey here, although i frequently hotkey to various ortho views. the weird zooming can be countered with zoom extents selected, it resets the zoom of the view. and it zooms in on sub-object selections as well, which is nice, when working in details. i've also changed rotation to arc-rotate selected.…
Well I have no problems with this argument if this is where your issues lies with the subject and apologize if I came off dickish. Hahaha... obviously agree but the amount of shit to discuss.... would blow my mind O.o I agree to some extent as I notice this with other subjects. But I personally don't see how changing it is…
Phewww!!!Finally fixed it.I now know how to use Mental ray to a considerable extent now. I still need to fix the blotches. turns out when u have tight edges and they are far from the camera,u have to fiddle with a lot of parameters to get it to recognize those details. I have already moved away from this to creating other…
Thanks for the compliment! I am planning on making a somewhat playable version. The idea is to create some kind of a cutscene that would fit in a military game, but I'm still working on the idea. Maybe it'll be 'on rails' but with free look, maybe you can walk around yourself, but I don't know yet. Yesterday I started…
Really dug Swordbase Kivas as I played through, though I thought the snow felt out of place, not that it ever directly looked out of place. Wasn't ever really aware of the snow in-game except in a couple situations where you can get up against a snow-bank. Boardwalk's campaign component was a bit disappointing (I'm aware…
Yep, I totally agree that for normalmapped stuff it's way better to have some extra polys and keep a single smoothing group, than to use separate smoothing angles or groups, since as you say they pretty much amount to the same vertex memory anyway, and the former gives a better normalmap. One of our senior programmers told…
It looks like the pivot for shotgun is in the wrong spot. In the case of the invisible model it normally means the name of the diffuse that was applied to the model when exported doesn't match the material name called out in the VMT file. The path and extension do not matter, but the name needs needs to match. For example…
thanks a lot guys! johnny: such as? the cylinder shaped thingie was just a blockin at that stage, or do you mean more specific details? tumerboy: thanks! waah just when i modeled it into the "classic revolver shape" (see here you made me look into it, and it turns out to be a cylinder... after googling a lot, i found out…
the 3ds chip is also fixed function if you look up the details. You might remember the old GeForce 1 demos of a donut with normalmapping, that was also fixed-function, fixed function just means there is less open way to the feature set, but doesn't mean the feature set has to be reduced. If one compares the first "pixel…
It depends. Some concept artists make a basic scene in 3D, then do an extensive paintover, and that's totally cool. 3D is a great tool for quickly working out perspective. There's also nothing wrong with painting over a fully-developed 3D piece, as long as it's yours, or it's owned by the client and needs re-working. Some…