The cool thing about pixars hair system is that it can generate volumetric hair based on a geometric shape. With tools the Hair/Fur modifier in max you grow spline guides from a surface and then try and comb cut and wrangle it into a useable hair style. People tear their own hair out trying to make something useable. With…
To expand a little, its not that specular or specularity "isn't a thing", its that what we're actually talking about is specular reflections, its one thing, not two different things as many traditional shaders have implemented it. Older shaders would often have simple specular reflection from dynamic light sources, and…
I don't really think that anybody hear disagrees that something might be lost from completely procedural animation, but what is nice about the system that David showed was that a lot of the animation in Overgrowth is controlled by keyed poses. So with that you can get a lot of your personality in the characters still while…
Ohh.. i implied to not only use some license selection option on the search engine but also double check this on the site. Also.. found this almost the same way: https://www.youtube.com/watch?v=6EEvSMXzSv8 https://www.youtube.com/watch?v=mTN5a-coJCA https://www.gameassetdeals.com/asset/82419/ms-skid-marks-system…
Yah, my previous laptop was a Dell I got about midway through college. It was top of the line at the time.. right before laptops came with vid cards that supported normal maps. When the grunt of the system no longer supported the 3d work I was doing I migrated back to a tower. Now I'd like a system that'll last a while…
that really depends on what game you're making. large open world - you're better off building the houses as one lump (be as modular as you like offline) and figuring out a system that lets you swap interior decoration/furniture etc. parametrically. its much easier to handle lods and a lot less work to populate your world…
the walls in the sims most likely use a system where a mesh is chosen based on what's next to it . We use a similar system in our games but it's not centered on the grid and instead we support inside and outside - that increases the number of wall meshes you need but its still manageable if you're laying this stuff out by…
Noone wants several licenses for the prize of one. Money is not the issue here. I personally would pay way more for your app if the licensing system was better. One license needs to be usable on any number of systems (or limit the systems to 5 or something, with the user-controlled option to easily activate and de-activate…
I mean I've trained up 2 juniors over the last decade, and they took up 50% of my time for 4 months. And then their work had to largely be redone because it didn't work. Quality of work is a non-starter. Your work has to be pretty close to senior quality to get a job. The problem is a lot of what we do in games are now…
It's because the original poster was asking about what subjects to study in college. It's true that a degree doesn't really matter in games. The guy with the better demo is going to get the job, whether he has a degree or not. However, academic CS instruction can be very helpful. Not required, but helpful. Your earlier…