Just wanted to let you know, that we've recently published a first press release at our blog. The press release basically summarizes the most vital information about the project and is accompanied by a promotion kit that contains selected screenshots, animations, renders and concept art pieces. Check out the press release…
i just use a pot, 1 to 2 rice to water ratio, heat to boil, then simmer for 20 min always great rice since i'm on mega budget i eat rice about 4 nites of the week, in fact last nite i made some yummy bbq pork rice that was fantastic
Thank you Bummer! You could be right. For my final beauty render I plan to pose him like this, and since the rig isn't completed yet I decided to hold off on this pose for now. Anyways when its done it will be easier to tell the proper scale once I get things in position.
I have to agree with KKolar, the biggest letdown of your portfolio for me is not knowing what exactly you created in various screenshots. Even just a quick caption summarizing what you worked on under each image would be awesome. I'm a huge fan of Rockstar Games, you are a big inspiration, great work!
The only bummer is that the collections don't have all the games (Ubisoft has no FarCry3 or AS3) Hitman with no Hitman 3. The problem with the sales is that I already have the games I want, also some sites have better deals on Steam games year round. And this always makes me happy:
Oh, bummer. Cool, didn't know anyone actually found it useful. :) Arshlevon> That sounds mighty interesting. Do you know of any good resources for Alpha to Coverage? I might just have to do some research on the subject. Would be nice if this could be used in a CGFX shader to solve this.
bummer I don't know how much this will help but you should mention that you have experience with creating assets for the Unreal engine. Lots of studios are converting to Unreal 3 (for 'next gen' games) after Renderware got bought and they're looking for people with Unreal engine experience. PS...
Hey Allert, Sounds like a bummer. Seems good that Maya recognizes it at all to begin with. How are you testing it out? You say that it doesn't recognize your twiddling, what should happen if it worked? Brief us on how you go from the device editor to when you expect it to modify/transform your object.
@monster for the max -> maya direction we use https://www.highend3d.com/maya/script/lockednormals-to-hard-soft-edge-for-maya but the other way round has been a bummer :/ on smaller props this isnt much of a problem, but once you have a few thousand polys at hand you really start thinking "why I'm doing this...?"
Thanks everyone for the encouraging words! I'll be meeting with him soon. I figure the best way is to summarize the huge amount of work I've been doing in the last two weeks alone, then bring up the pay raise that he had already mentioned when the second main coworker of mine put in his 2 week notice.