I'm at the end, ran out of items resing Prompto time after fucking time so I went back in time to regain some inventory to finish it. I'm on the fence. I really like it, and i fucking abhor it. Long post. Like: * open world feels like the world map classic FF's, from the ground instead of helicopter view * Enemies in the…
Modo is a great modeling tool. Hard to beat it for mechanical and environment work, especially now with MeshFusion. For hard-surface stuff it is really awesome. It is an extremely capable poly/sub-d modeler. However, as others in this thread have stated, there are still some lingering disappointments/frustrations and I…
that makes me kind of sad to hear, because it justifies a lot of what i thought happens, people do say guys are extra nice to you because you are a female artist, but there are plenty of guys that don't like you because you get special attention and they're extra jerky to you about it. i have had people tell me that people…
Hi there, did some testing with 0.42 version. Only doodling on supplied demo models, but here are some thoughts on feel/functionality of tools. Edit: Well - it's easy to ask for features, any way great work so far! This could end up being a true alternative for quick texture painting. Small issues 1. Couldn't get picker…
This is where your argument falls down somewhat. It is not easy to come up with a simple model to predict ("anticipate") what a player is going to do and how to appropriately react, let alone across a variety of different environmental and non-environmental conditions. Players are by their nature very unpredictable, which…
Absolutely I would love to talk some about it! I was hoping someone would ask :) Ideation & Pre-Production So about a year and a half ago I saw an awesome water simulation by Grant Kot ( www.grantkot.com/MPM/Liquid.html ) And I was looking for a challenge outside of work and the water simulation inspired me to do something…
Hey Camrat, I saw that you posted on my thread asking about lighting. :) With your scene in particular, my eye has a bit of trouble being guided through the composition. You've got all these great little details with your bridge geo, but you need to help my eye out by guiding it a bit with lighting. It's reading a bit…
Think about what all this would mean. You want the government to pony up the money to pay for R&D, but where does the government get that money? You and me. I for one don't want my taxes spent on creating new technologies when all the profits from those efforts go to the car companies and not back in my pocket. Second,…
First about your renders... Those see-through wire frames are very hard to read. A screen grab (PrintScreen) of the viewport would be better. Also, try not to render on white as it is making everything look darker than it actually is. A mid-grey is usually a good choice. The poly distribution looks uneven. There are spots…
The normal map pipeline is very well established and gives the best results today, but like perna says there are tool chain issues and people are still screwing it up, in both art and code. A lot of guys are old pros at making normal maps, so much so that it must seem easy. But I think there are a lot of hardships there,…