I work in QA right now and what everyone in both threads has been saying is true. QA is very divorced from actual development in most cases and there's not a lot of chance for advancement. Probably more-so where I work, but I can imagine more studios and publishers adopting this kind of system. It goes as far as the fact…
I think it has more to do with your latter point, I hightly doubt it has to do with that the fact that people are already doing it. I'm doing animations without guidelines which means I could be doing it totally wrong, wasting my time, and the animations I do were never even considered. At least guidelines set in stone a…
So. Those fantasy weapons are a pretty good choice for starting, because usually they aren't too complex. Do this: Method/Style 1 - Highpoly->lowpoly->baking normal and other maps 1. Make basemesh in your modeling software (Maya in your case) - Model the forms, separate the parts that should be separated. Like if it would…
OK, here we go with round two... MaximumsproductionsCurious about your thoughts on someone who relies on equipment to work at their full efficiency when it comes to on site work. Is this person less hire-able especially as a just starting professional. Do studios expect people to be able to come onto any machine and work…
dunno if this is helpful or not, but the absolute biggest productivity killer for me is having to locate shit. Like maybe you open some program that you just use every once and awhile, and you know what you want to do but you got to spend 2 minutes trying to remember where the tool is. Any time you can just text search a…
I know that normal map issue will never end, so... :) I created a lp cylinder and hp cylinder with top edgeloop beveled. In lp cylinder I set the top edge loop hard (because it's 90 degrees). in uv I split all hard edges to the separate shells. gave them 1 km padding :D duplicated lp cylinder. locked normals. triangulated.…
im very lazy about these things, so i would make a parallel fallof map with z-axis as direction, and use the rendered grayscale image for the blue channel. x and y channel can be created, by rearranging the smoothing groups so that you have some sort of segmented optics, now you have 2 normals per vertex and so you have 3…
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Hello Polycount peeps. Brief description: Stick it to the man and over run his city! ‘I Zombie’ puts you in the shoes of Campbell. After a hard day's work at the city morgue, where he was given his final warning for trying to film his B movie on government time, Campbell sets off home angry and hungry. Tucking in to his…
<u>Brief description:</u> About the team Assyria has been in development since around may 2006. We have a talanted and dedicated team and are determined to get the game completed. We have been contacted by lexicon entertainment (a european publisher) who have shown interest in the game. Although it is primarily a hobbiest…