Thanks. I'm going to work some more on it this afternoon. I did not take that class but I did have the chance to sit in on his class at Siggraph 2005. Amazing guy and is on top of his game. Stay tuned for new updates.
My new environment challenge for Youtube channel. Created in 90 min and rendered in 13 min on 2*2080Ti with 20 000 samples and noise limit = 0.005. Resolution - 1200*2250px Making of coming soon...
Hey , finally some updates , been busy lately . So here is a steam animal gun I did at school. It's about 15 000 triangles , textured entirely in substance , and render in marmoset. PBR render.
Fingus: did what you said. And Mudbox came up to 50 million polys without any problem! hmmf.. Maya is where it is pissing me off. Cant even handle 50 000 polys :(
Hi, I'm sorry for this issue. The project had a different height force than what I showed in the video. The height force for the project file needs to be set to 0.5. I'm sorry for this confusion. Cheers, Wes
Yeah, hopefully. The code I'm using says 2005 on it, but the SDK version I'm testing is 2007 (can't make mods on 2009 I don't think). I'll check tomorrow that it's not changed since then if I can.
To be completely honest, you should probably start completely over with your site. http://www.thejonjones.com/2005/10/07/your-portfolio-repels-jobs/ Read this article, your site could really use it..
Im sure this is what Dave meant: Hopefully Im not confusing anyone further I didnt get good results until I made the chain closer to the surface, and set the falloff of the skin wrap to .001
Hi all. Please look my work from postapocalypse project: The skies http://skiesmmorpg.com PBR workflow , Unity 5 (metal\smoothness) Polycount all model - 15 000 tris Texture 4k Soft - 3ds max, mudbox, Zbruush, photoshop
http://www.theregister.co.uk/2005/12/28/microsoft_nissan_urge/ Saw this today. It's basically the first video game system which requires a driver's license(which I don't have) to make full use of it I wonder about it's multi-player capabilities also...