Gav: looking awesome! the folds are comin out great love how heavy and thick the fabrics feel. o on the crit side, i can see you havnt gotten to the goggles yet, but at the moment it looks like they are angled in such a way that he wouldnt realy be able to see through em. might be worth a look.
Bronto - looks great so far, and im thinking good call about the scales. crazyone - looking solid, although i agree with Anuxi on the top heavy. And i havnt taken a look at the rig yet but i would worry the braids at the front would be static? any bones on that rig to support movement in that area?
Game res with normal and AO maps applied. Woo-hoo! Got to redo a few pieces that I baked without having smoothing groups -- no biggie. Overall, map baking is nothing now that I've started using Toolbag 3. 100% easier and less daunting. Felt like I was shooting in the dark before.
It hasnt really been a while for brisbane in the last two years we have seen the demise of. *fuzzy eyes *pandemic *thq *krome So 2/3 of the local industry wiped out in 2 years. Now there is just tantalus, sega(creative assembly) and us at halfbrick. And im not even sure how sega and tantalus are going.
take a look at this thread. http://www.polycount.com/forum/showthread.php?t=85041 alternatively, you can run a command using run in windows. follow this handy guide. http://udn.epicgames.com/Three/CapturingCinematicsAndGameplay.html i also believe Matinee has a record function now, but i havnt tried it. so i dont know how…
I think finishing a project can be pretty daunting sometimes, especially if the scope of it is huge. Something that helps me if I'm building an environment or assets for a game is to list out the assets and cross them out. It is kind of tedious, but it does really help to show progress and how much more you've got to go to…
Slowly chipping away on this. Not totally sure how i would go about the grids between the rails, but experimenting with POM,s so i get rid of the alisaing. The textures are still placeholders for the time being. And for the tunnelbend i havnt tried out different methods yet but slowly getting there. c&c always welcomed
The shatter effect is a ancient old script provided with maya 2.0, which hasnt been touched since then. They should remove this non working stuff from the menu. For your problem look for other solutions, there is currently now native shatter funktion, but several scripts and plugins both free and commercial, that should do…
Fortunately I am not restrained by a family yet, so I am free to move easier. I guess it is always daunting to completely get up and move. Thanks for the tips so far, I am definitely getting a car this time and hopefully I can find a place for month by month or short lease intervals.
Surely the issue isnt with polygons. The amount of polygons are pretty high now. Just increasing them ten thousand fold is not going to suddenly make games look better. Tesselation hasnt been all that, its barely noticable. Ray tracing is where its going to be really improved, if anyone can be bothered to get it working.