Thanks a lot really helpful. I started to texture my m1 with 1 64 x 64 texture and damn it's tough. I'm going for a realistic style with at 16 colors and it has 159 tris. I was thinking in terms of rts games and thought how many units could the screen handle. Turns out not many at all. I was wondering about the pallete…
I am assuming that most applicants probably use Artstation as their default portfolio, where as you said you list whatever software you used to make X. But let's say the applicant uses their own website where they don't list what software they used. Now lets say that applicant makes it past HR (maybe HR doesn't ask you…
whoa, didn't mean to let this slip by so quickly (and definitely wasn't expecting this many replies O_O thanks muchly to everyone... seriously :x) - some new years flu knocked me on mah butt ): so i've been out of it here's some of the wires of the heads, i'll get the rest up shortly :x - they're pretty messy here's a…
I'm basing it off of a few side by side reviews that I've seen. Higher Megapixels does not equal the best camera. Nearly every review I've seen comparing the iPhone 4 camera to Evo and Droid phones said that the iPhone 4 had the best color accuracy, the most vibrance and the best exposure. Those are all more important to…
Yeah that movie gave an odd impression for sure but I am talking more about art style the games pretended to be "photo real" starts to give you. Certain detail fatigue you eyes are getting . I blame too much of procedural approach and increased sampling in PBR shaders. Few years ago the shaders looked like what Substance…
http://www.ultimategamechair.com/ Man... Im speechless.. you know how coumfy and effective that chair looks ..Praise the poor people, like me bwuahha.. i j.. just... i.. can.. ALBAKDJGIAPDNIGA FEATURES The Ultimate Game Chair features 12 vibration motors throughout the chair that shake the entire chair whenever a gun is…
I've been using this little workaround for symmetry when modelling. <font class="small">Code:</font><hr /><pre>var oSel = Selection; var obj; var axis = 0; // x-axis (1=y, 2=z) if(oSel.Count == 1 && oSel(0).type == 'polymsh' ) { obj = oSel(0); main() } function main() { var slice = ApplyTopoOp("SlicePolygons", obj, null,…
In Maya 2009 at least, when an object is set to Live, you can snap things to it. So if you set your arm to be Live, you should be able to snap the vertices of whatever object you want to conform to it to the arm. You could use a wire deformer in place of blendshapes to pull the tab away. One for basic control, or more for…
Hello everyone! Long time no see ;) I signed another contract so i have less and less free time for my personal projects, but i'm trying to push it somehow a bit further day by day :) I finished (i think) all high poly meshes for modules i would like to add to the scene. All done in Max, regular box modeling and a lot of…
Hey, thanks for the input. Everyone said to flip the green channel for Marmoset, which is what I was using for the second lot of shots. I'll keep to the X-Normal viewer from now on till I'm sure I've got the modelling and texturing down pat. I re-did my smoothing groups and pushed my cage out some more and got what looks…