[ QUOTE ] Sounds like your Mac probs would be fixed by a few more regular hours in the pilot seat. Then you'd just have the 'CTRL or CMND' shortcut problem, where your fingers reach for the wrong keys. Like me. [/ QUOTE ] On MacOSX, I just use my Microsoft Explorer Mouse. You get complete control over what's going on. It…
@Boosted24v There's a lot of factors at play here but the majority of the issues with the model are related to inaccurate or incomplete shape geometry and noncontinuous / non-coplanar topology. When it comes to the actual modeling process the issue is more of what's being hidden by the n-gons rather than the n-gons…
Not that its of much consequence but I will throw a post up too Background: I was in toy soldiers for just over 13 years and have been in the games industry for nearly 3 years. My first gig in the games industry was as a Jr character artist at Eurocom (rip) after that, a straight character gig at Splash Damage, and I now…
He think it's pretty clear. He's not criticizing the art direction, the art execution nor the art creativity AT ALL but the game design's and concept choices. Every reviews praised the high quality visuals for Unity and we all know you guys outdid yourselves as some people on some forums even called it : The first real…
The CurveTubes and CurveTubesSnap brushes in Zbrush draw a curve according to your cursor movement and then create a tube along the curve. The curve can then be manipulated - moved around, extended, or you can add parts to the middle of the curve. The CurveTubes brush lets you create these tubes in mid air, whilst the…
Having released Slarks Shell Dagger a few days ago I have had some messages and comments about the transition from concept to final and how to keep things similar. I don't have the time to do a detailed rundown but I do have a bunch of saved files which chart the progression mostly well and I do use pretty much the same…
A little update, spent some more time over the weekend working on figuring out how the characters should look like, then after getting a round-about idea I decided to go back and revise the direction of the assets to lean back towards a low-poly style, after thinking about how long it'll take me both to make the game and…
GoldFire Studios was founded in 2008 as an indie game studio with a mission to connect the world through a shared love of interactive story. We've developed and published numerous games in various genres, with our latest being the upcoming narrative adventure, Arctic Awakening. We’re looking for a 3D environment/prop…
1. macro (low frequency) texture layer with add/sub blending + decals (could hide this to certain extent) 2. bigger texture/texel size with more unique cover. it shouldn't be down to every microbe on surface. 3. non-square textures and stretched texel size to make bigger cover in most visually repeating direction. (…
HIK is mediocre at best. But it's really the only built-in tool that can easily handle MoCap. General consensus dealing with extensive MoCap data is go MotionBuilder or go broke. :lol: Foot rolls and the like I believe are handled by Aux Pivots. Never really used those myself. In order to constraint HIK controllers to…