Game studio looking to hire artists for game ready weapon modelling, immediate start, paid remote work. Project is 2.5 years in the works, approaching MVP. Preference for artists with established portfolios of US, NATO and Soviet Bloc weapon models. Please reply to:-------------------------
With a 2.5 level, there's not much different you would do from making a normal level except you only have to worry about it looking good from one(ish) angle, and have a flat area along the front for the fighters to stand.
sweet thanks! the g400 ones i was seeing were $239 ([ame]http://www.amazon.com/gp/offer-listing/B0055QZ216/ref=dp_olp_new?ie=UTF8&condition=new[/ame]) but wasn't the same as this one. Going to order one and give it a go.
Finally started to do a texture pass on some of the Props in the scene! A small Zenith Cube Color TV! And a TEC MA 230 Cash Register! Slowly replacing more assets and starting to texture out most of the Assets I've made already. :)
I suppose also a 2.5 camera could be used just from a profile perspective so out of all 3 of those camera types then, any preferences and reasons for any of those? I'd really like to get some feedback on this issue
thomasp 1. the bevel tool is better but still not as good as max. 2. connect divide tools have been there since maya 2.5. 3. move components along its normal has been added to maya7 and is really fucking handy.
On my core 2 duo 2,5 Ghz about 40 minutes on low ;] (almost 2h on high). This one has been rendered on low .Still a lot faster and with better results than the old renderer used in UT3 or Gears for PC :] .