Yokai: its true that we will probably never fully understand the subjectivity of human perception, and the things that go on between seeing and understanding are beautifully confusing. ive always wondered if every person sees color differently. there are color blind people, so technically some people do see color different…
Mood Boards I managed to collect some concept and in game images of the hangar. There aren't that many concepts of the hangar and the in game view of it has a black hologram behind the mech. However I managed to get some images where you can peek around the mech and see some background detail. I've got some shots of the…
The root game of UT3 is kinda dead (if you want to play against actual people your best bet is a warfare type game, maps without bots wont have the "+" next to the population count). Modding's a lot of fun when you get the hang of it, i highly reccomend it. It can be your ticket into the industry if you're interested. That…
I know this is BS since I'm not in office yet. Oh, but it wouldn't be destroying America's first world status, but bringing the status quo to first world levels all over. :) to-may-to to-mah-to I know. We do so love starvation and lack of clean water elsewhere so we can say how good we have it, all the while feigning guilt…
Most of it is really good, but one bad piece can spoil it for the rest. Think of it this way when they open your portfolio you start at 0, provided the site isn't flash and takes a year to load. A good piece of art gets you +1 a bad piece is -2. Lose Prime it hurts to look at it. It may (or may not) be accurate to the G1…
do you mean using a scaleform movie in a material? This is possible, however the workflow has not been improved upon in a while, which is why its not fully documented yet (sorry!). You have to jump through some hoops as a result unfortunately. The one catch will be that it has to exist in a level, and can only be previewed…
@metalliandy Thanks for a quick response! For now, here are the meshes I've used: https://www.dropbox.com/s/zd93478qb3mhmpo/knald_test_01.fbx?dl=0 https://www.dropbox.com/s/5d0u8qbt9zz9zay/knald_test_05.fbx?dl=0 So, if I understand you correctly, "Mesh AO" mode in Knald 1.0 worked in a very similar way to the new "Baker"…
Here's the root of the problem as far as I can tell. Here's your geometry, simplified to 2d, in black. Your highpoly is in navy blue. The view vector, V, in green represents the direction that the camera is looking. R1 is the reflection vector that you get from the cube if it's not normal mapped and has hard edges there.…
#1. Stop hand painting your textures. Unless you are specifically working at a studio that requires it depending on art style, the majority of your time will be photo-sourcing. #2. Instead of making 1 single board texture, make a 1024x1024 or a 512x1024 texture and have something like 5 or 6 different board lengths on it.…
That really depends on what the range of motion is that you'll need. Typically designers and character artists try to work around things like tubes from the torso to the arms or legs because the range of motion is so high and its so hard to get them to behave like tubes and not blow your entire rigging budget on the tubes.…