Woah, just read the whole way through this thread, seeing some pretty nice work so far! Tempted to join in myself, if not this month then next for sure. @ JeremiahJensen I had all kinds of headaches with the same export problem in Maya. It did exactly the same to me, and to be perfectly honest I can't remember how I fixed…
Sorry; but I have to take issue with that. Comparing the underground railroad, and freeing of enslaved humans....isn't anywhere near the same as making a very sinister joke about killing children in a school and eating their hearts. So I can't really see anyone using that to put it all into perspective. But, I understand…
@Shadowstep: Thanks a lot! Actually, it's pretty easy. In Unity, I use the animator to animate the normal projectiles' position. Inside this object, I have a trail (a simple trail renderer) with a wavy texture and a material with a texture multiplied in screenspace. I also have particles systems with a few in local…
The idea behind a single skeleton is that some engines will use the origin as a tag point for FX and other content. It really depends on engine, the pipeline for engine, etc. Some engines can take advantage of the benefits of a multi chain rig, but a lot of in-house engines will usually require a single chain with specific…
I dont agree that there is a difference between physics and the colour (color) systems we use. Light is at the heart of the additive and subtractive methods of using colour for production. Understanding why the sky is blue and sunsets are red is not confusing the matter. It's important that we know about the physical world…
Cool stuff so far! Careful on some of the smaller details you often need to exaggerate them for them to capture and bake properly. As for asset suggestions: - Vents and fans? Everyone needs air. - Bundles of cords and pipes? Water to cool drilling equipment and power to run everything. - Conveyor belts or delivery/recovery…
I have the same topic to discuss and I didnt want to open a new thread of my own and discuss this, and this might be a vague post here but I am also looking forward to upgrade my system. The specefications you guys stated were extremely underbudget and I can order them right away, the only problem is, that I have Dell XPS…
Yes sir! Those are soft stencil shadows. The renderer was practically rewritten entirely from what was seen on Doom3/Quake4/ETQW In fact, the Multiplayer is using the ETQW engine which is dramatically different in terms of rendering. Most notable difference is the use of a deferred rendering system, which allows for insane…
Not dead yet, but intensely busy. I've been working on an entirely new system using ASP.Net MVC. I'm calling it project "Codicore" since the underlying Codex system can be applied to anything (3dCodex, 2dCodex, FoodCodex, whatever). Give me a few more weeks to keep cleaning this up. I think I might take some time this…
as far as I know mentalRay (company in berlin germany) works internally with the metric system (like many other physic based simulations), the people behind 3dsmax are living in canada and even there metrics are default: http://en.wikipedia.org/wiki/Metrication_in_Canada if I am not mistaken some mentalRay materials…