This is my take on (shockwaves gun http://shockwave9001.deviantart.com/art/Quicksilver-Industries-Wildebeest-DMR-484190989) as a part of friends modeling challenge. Used maya for this piece as I decided to migrate from XSI. This is blockout. High poly goes next. Stay tuned.
Hi. Please submit your final entry in the following manner: "In game" shot - at any of the following sizes, no antialiasing, no texture filtering: - 320 x 480 - 480 x 272 - 256
Hi guys, I'm writing this using windows in safe mode + networking, lately been having some problems with rendering using advanced lighting in scanline and some with mental ray. Scenes are around 500k tris, half way through 2nd render the cpu temp warning light comes on and then system freezes with no option but to reset.…
This thread will close around midnight SUNDAY October the 4th. Format for final submission: (1) editor shot of models (wireframes and triangle counter visible) (2) In-Game shot, no antialiasing of models or textures, screen size is 480 x 320 (3) beauty shot - up to you. (4) optional - texture flats Please refer to this…
Hello everyone, I'm having some pretty ugly aliasing happening on my textures, I don't believe it's really an issue with my hard edges as it happens to details that are only present in the textures(diff/spec/norm). I have spent the past week searching the forums and google for every possible bit information and trying…
Three days old, but this was the first I heard of it. http://www.gamasutra.com/php-bin/news_index.php?story=4849 Take 2 probably wanted to buy up the MLB rights before EA did
Just came across my email today. http://jobs.hasbro.com/job/Pawtucket-Game-Programmer-Co-op-July-2014-Job-RI-02860/48057700/?from=email&refid=1199113200&utm_source=J2WEmail&source=2&eid=303-201418091118-2572227000&locale=en_US
in maya there is since version 2013 a new standard for vertex smoothing... you get really clean surface shading in the viewport... !! you have to save the prefs and restart maya to get it working !! !! but dont save your scene files i got those infos baked into a mesh !!…