Must be moonblood season. Yeah I agree, the young'uns didn't seem to get the memo saying that being 'angsty' doesn't jive with the game art side of the artistic world. :thumbup: If you can't think of anything creative to do, just model a f**n gun like the rest of us :poly136:
lol small world eh ? :D but yea i do miss them days :D life felt so easy n relaxing.. no worries, no bills, just vegas video and own-age.com :D ahh you got any work floating around anywhere ? :> get posting :D
in the default settings(shading : multitexture) blender displays the last map you opened in your uv editor either you load your new map into the uv editor or you switch to the glsl shading mode (hotkey "n", under shading) there you can setup your materials like in maya
Turbosmooth your model in max and tick "Seperate by Smoothing groups" and turn your itterations up to 4 or so. Then export this dense mesh to mudbox. The smoothing problem should be gone that way, the n-gons that might cause stretching not :p I think this is pretty much what perna means with 4.
Hey this was far too long for me to spend time reading through and didn't have enough current gameplay stuff in it, but I can see why. My crit is that on the wireframe of your barrel it looks like you created a huge n-gon on the lid of the barrel which of course is a definite no-no lol.
Here's what we've done during our 1.5ish weeks in the new office! I'm the only environment artist so I've done all the props n environment stuff you see, put together by our two level designers! [ame] https://www.youtube.com/watch?v=nOP6RRryUx8[/ame]
Try using the match command. { string $test = "group1:pCube1"; if ( `match ":" $test` == ":" ) { print "Found special character. \n"; } } Alternatively you should just be able to tokenize without having to check for it first. If tokenize doesn't catch anything to split, the destination array will have a size of 1, the…
Damn, I had no idea Molehill/Stage3D was this advanced yet! For those experiences with it and working with it inside Flash, what's the API like? A straight 1:1 wrapper to OpenGL (ES) (I'm assuming they're using OpenGL for the graphics API, cross platform 'n such) or is it more managed like Unity's API?
@RyusakiTry to collect heavy machines from a set of pre-created items. This is a fairly simple and convenient way to work. Here is a good example of this approach: Garth Travis C O R R I D O R - E / B R E A K D O W N
Thanks for the feedback, I'll keep it in mind. Here's another update, lot of dynamic props (too many y/n?) , got the basetex for the ceiling done too. Next up, making the roof material dynamic, swapping blockout materials on props for legit ones, more polishing! https://vimeo.com/168030672