Hello, guys. I'm sorry if this seems inappropriate, but I thought that since we had a northen korea thread and wikileaks and stuff like that, this might also be worth your attention. This Sunday we had another presidential election with 9 candidates running for the post. 6 of them are now in jail awaiting court hearing and…
Wolves is a fan made Mechassault game running in Unity. For those unfamiliar with Mechassault, it was a fast paced 3rd person shooter set in the Battletech universe (more info below). I've been acting as project lead and lead artist on the project for just over a year now, this is a serious project with many models fully…
Hey guys have been modeling a bolter from the warhammer 40 000 universe for a while now, and thought id post up some screenshots of the low poly for some crits/feedback. Any and all feedback is appreciated thanks, big
I've worked for EA around 2004 and up, you should have seen the level of talented people who applied there only to be turned back by poor management choice from the human resources.
I'm part of a modteam working on a pretty old rts engine (circa 2004). Link in my sig. If you really want to know how mods are doing, just check out moddb.
There's also a tutorial on how to do this in the MAXScript help files: http://docs.autodesk.com/3DSMAX/14/ENU/MAXScript%20Help%202012/files/GUID-6021C91D-405D-4DA9-81D9-02547B9D437-304.htm
I don't know if you guys already know this, but the intro movie is coming up as substance designer 3.2 Edit: And the tutorials page on your site is 404'ing. http://www.allegorithmic.com/tutorials/
Yeah, this sounds about right. The thing to remember is that much like normal mapping circa 2004, tesselation and dynamic displacement are not very standardised yet, so you will encounter a fair few variations.