Hello, everyone! I want to show you the new project on which I worked in my spare time. This is the fantasy world for my forester creature. For the fast rendering I used: 4*Dual Xeon e5 2670 2,6 GHz - 128 Threads + 1 Intel Core i7 4930K 3,4 Ghz 12 Threads. on the Forrender.com Render time - 58min. Noise - 3% - enough for…
.. it looks like this software is slowly dying... so sad. the Maya core is becoming too old compared to the technology we see in newer softwares like Modo. The thing is that autodesk guy should stop releasing useless releases (they're almost all bug fixes and some spare new features here and there) and try to think about…
@ $!nz when creating walks or runs that are to be put into a games engine you do it as a cycle, on the spot. Lets say a basic walk cycle is a step a second (Thank you Animators survival kit!) you would animate 2 steps equaling 60fps (if you use the default) thats 30 frames per step. Then in the game engine there is usually…
That was very helpful MoP, I've gotten started handling instances properly but now it seems like I'm having control logic issues. The script now only handles instanced nodes and doesn't seem to process unique ones. http://x-hax.cultnet.net/sa_scene_obj.ms Its probably something stupid that I managed to overlook but I have…
[ QUOTE ] actually one of my teachers was telling me about this old ass engine that required you to do things in quads because it wouldnt import correctly otherwise. I didnt understand the exact technical stuff behind it but it was something like, when it went to transform a poly into a triangle and the poly was already a…
yeah, Lamont, and this may be the case. Based upon your comment I thought I'd just see if it would work on a default polyobject that's been edited. So I just did an 'insert edge loop tool' for a couple of loops and scaled them. Then I selected in multi-mode again some various edges and verts and low 'n behold it worked!…
Some might remember some of my low res planes from ages ago. This is what they are for. A relatively slow-moving project (though totally noncommercial, and in fact the first openGL project the programmer has ever done... and second game he's ever worked on, so from my perspective, a pretty good achievement) which is…
CS is practically all coding haha. Once you go further in there'll be classes that focus more on things like logic rather than actually writing code but if you do CS, expect to write a lot of code. If you can get a very strong understanding of CS111 and Data Structures though, you'll be set. I even know a bunch of people…
We are no longer accepting applications for this job. Thanks for the overwhelming interest in joining our team! _____________________________________________ We’re an experienced team who are having a lot of fun working on our upcoming indie game, Luma Island. https://store.steampowered.com/app/2408820/Luma_Island We are…
Lets be honest, a simple work not requiring new ideas, anything you can just learn, not invent but really just learn how to execute is at risk . But if you look deeper into this it's been that way before too . Lots of artists jobs had been eliminated not by Ai but just internet and other fellow artists easily available…