@marlfox8: wicked! glad you like it, and thanks for the boost! ;D @Rens: it is far out to BE back. excellent hearing from you again Rens. always a pleasure. @konstruct: as long as my hands are attached to my body my good sir! and maybe even after that! D: @Firebert: haha no need to kill yourself dude. he's looking really…
As far as the call for more tutorials, I hope that is in addition to The Tutorial Thread, and The Glorious Polycount Wiki. Granted there are some topics that don't have as much coverage as others in the thread, and the polycount wiki isn't specifically targeted at Dota, but I'd be willing to bet that everything in the…
Thanks mate! By default I'm not doing a boolean, instead I'm am finding faces in the target object by proximity to verts in the (deformed) handle mesh. I am using a surface deform mod for fillet plugs. For edge plugs I'm moving the verts manually to the closest point on the target surface. I tried to do as much as I could…
Okay here is my pov. Mammoth software like Max are targeted at professional individuals or companies ; ie folks making money out their use of the program. A person downloading a non-legit copy of the program is not making a dime out of it. That person is either is a noob, or still learning, or a hobbyist aiming at becoming…
Well, yeah, my algorithm -much like deferred shading, which is similar to what i'm describing- won't work with antialiasing. Of course (like in deferred shading) you can do your "hand made" antialiasing by rendering in offscreen render targets which are larger than the framebuffer and downscale them. Also yes, multiple…
Hello, i have simple object, low poly sphere made in Maya (512 poly) and, high poly sphere with some datail from Zbrush .......i using "Transfer Maps" in Maya to bake "tanget nomral map" and, when i apply map on my low poly sphere i get some hard/edge shadow when i render in Vray. I try: - change in Bump Atributes on…
I'll answer some of the questions above and include a bit more info that comes to mind. I don't really know the quality of the textures because we only use the geo and yes you can definitely bake normal maps from it after cleaning it up in ZBrush. The quality of the mesh depends on the type of surface / time spent…
It's probably a bit hard to see on the actual screenshots? Here is a video of the game in action (mind you, filmed from screen at GDC earlier this year) :) http://www.gamespot.com/events/gdc-2012/video.html?sid=6365596 Paul, the art style is supposed to appeal to a wide target group. Even though the game initially is…
how high is your armour? Warcry with 40% extra armour might be better than impunity if you're using that. Instead of revenge, use the charge with dreadnaught for health, combine it with ignore pain + ignorance is bliss or the 7 sec rune. finally use berserker with insanity and the boon of bul kathos passive (the one that…
Agree with perna and adam. Knowing the target level for quality is really important. I think a lot of us here have high standards for our work, but depending on budget, project scope, etc., it's not always feasible to meet those standards in professional work. Knowing that you can do 2-3 specific things and get an asset…