Hi all. As it is summer time, and we are usually in between new versions by several months, we often discount Howler to make ends meet. If you don't know Howler (aka Project Dogwaffle) be sure to check our links below. Howler 9.1 is half off May 31-June 1. Links Offer: http://dan-ritchie.wix.com/howlerpromotion Website:…
*UPDATE JUNE 10th 2009* Ok so we kinda stooped away for a couple of days to work on some intro movie stuff and get our logo squared away. Sathor and PhilE have been working really hard on getting the team some textures and models. We held our own lil team playtest the other day and had a small 2v2 going on. We tested the…
This conversation is great. I couldn't agree more. We need a radical change in color theory. The vocabulary we have now is too vague and subjective to work very well in production. I think perhaps it can be broken into three sub categories: - Physics: How light works. A good chunk of which has been covered in this thread…
Hey Incomitatum, This is an very old thread but since i was googling and found this today, i decided that this should be good as any to make my first "official" post. So What i've learned to do is this... (oddly inverse of what people above have done, but basically the same) (Existing objects) Tonight i successfully…
Depends on the studio! Maya or Max with fluid sims for generating textures, building particle meshes, etc. Almost every engine has a proprietary, custom made particle engine - so you'll be inside in-house tools most of the time. Most engines use a separate tool that is not inside your 3D app. There are exceptions to this -…
Thanks for the comments everyone! I think I'll call her finished for now, though. I already put her in the layout of my emergency portfolio: http://www.wayuki.nl/portfolio/ I'd rather fix up the other textures first and make some new stuff as well. It's rather barebones (read: crappy) ATM. It's also a very weird mix of…
Hey LD, Vert-tinting is pretty easy and very straight forward. You can even do it in the UNREAL 3 editor for even more variation. It is a little bit of an old school technique, but is still very viable for games, especially MMOs, since it is sooooo cheap. I am not familiar with 3DS MAX all that much anymore, so I very…
Welcome to the boards. I like Vash as well, it was an interesting series. On the art site of things, you may consider the following: 1) http://wiki.polycount.net/ 2) http://forums.cgsociety.org/showthread.php?t=373024 3) While anime is enjoyable and a nice art style, consider branching out into other styles ( often…
[ QUOTE ] well, to start your character doesnt seem to have the triangles it sas it has at a first glance i would give it 1500 tris [/ QUOTE ] Hmmm... In Max, I count by converting a duplicate of my mesh to an Editable Patch (triangulates the entire mesh), then I use the 7 hotkey to check the polygon count. 'Tis how I've…
Alright lets see here... *How long should a General model/texture demo with some tradional thrown in for good measure be? (recommendations) - My reel (which scored me a job) had two rotations of each character, one untextured, one textured. Without opening it up, I think each model was on screen for about 7 seconds which…