in general if you look at most algorithms that get widespread adoption in graphics it is because they cover the highest % of use cases. for instance you can do depth sorting in a variety of ways. but zbuffer is used 99.9% of the time because it is simple, efficient and works 100% of the time. its sort of a Darwinian…
Not exactly sure I understand what you want to achieve. But from what I understand you want the resulting color to be "blown out", i.e. go brighter than the diffuse-texture color right? Sounds like default behavior to me. I mean, the equation is diffuse light * diffuse texture. So by having a light source which is above…
So far I've liked Mark's layout the best. Personally I'm against the large image wall and that sort of thing. I think it works to enhance the superstar "ass patting" mentality, and works against the feeling of communication and community that makes polycount so great (at least in comparison to other places). I think simply…
They actually said they'll release the tech "this autumn", excluding the 3rd party assets of course. How well that tech integrates to users' projects is something I'm a bit skeptical about - their Blacksmith demo assets throw a ton of errors for me once they're imported into the project. I just find it kind of funny how…
So I picked up a carried on with my connected painting a little recently, been bust with learning programming theory and UnrealScript lately. I'm not going back to Uni this year can't really be dealing with all the nonsense academia again this year. So I'm coding a game in unreal who knows how that will turn out. In before…
in response to your original question - i've used 3ds max for about 15 years as my primary 3d app and in that time never installed a single payware script/plugin. i recall even rejecting polyboost when it was offered amongst the team since i did not want to drown in a sea of special case rarely used buttons. maybe i just…
This is what is posted on Epic's website for the same position: Qualifications * Extensive experience working the Unreal Engine * Experience in all aspects of creating game content inside 3ds Max * Experience with various software packages including Photoshop, Zbrush/Mudbox * Max Scripting and HLSL or shader programming…
Honestly, most of my personal use tool look like yours. But when packaging them for release I typically do a few things. 1. Make sure they work on a selection objects. 2. Make as few UI updates as possible. 3. Add undo context. 4. Try to get modeling tools to work on EPoly or EditablePoly. 5. Look for bugs. In your tool if…
SimonT: Good points there. It's always good to try to automate process' so the team can focus on actual production, but sometimes there are boring tasks that has to be done manually. Sorry if the rest of my comment is coming across as aggressive, but it is in no way directed at you personally. I just find that neglecting…
A good technically based artist is not an easy thing to come by, its a HUGE point towards getting hired in the industry. like FULGORE said, learning shader/material creation at a very technical level, being able to read script/code to help build and understand dynamic world events, being able to light environments very…