[ QUOTE ] I guess specifically I'm looking for how information on character emotions, plot points etc are communicated to the audience through camera angles, lighting, colour costume etc. I think that these points are generally more carefully considered in films than 3d animations (in relation to communicating meaning) [/…
i'm sorry to say that i've seen half of it but i stopped watching halfway through. to be honest i was kinda bored. it's not that the visuals aren't breathtaking and gloriously colorful etc., but the whole story/plot is so operatic in tone and scope that the characters don't resonate for me, at all. it all kinda seems like…
What is the 4 to 5 major screen credit in a movie? Set designer? wardrobe? special effects? No. It's the screenwriter. Game dev. need a new title -'Interactive writer'(or something like that) He has to be able to write a good story that has to involve a randomly acting character(you) He/she should write in a way that the…
Super cool tool . Although I mostly interested in natural subjects like soil+rocks. Your ability to manually re-compose the rocks for less repetitive look is so much a relief over Substance Designer. Allegorithmic does have same option years ago in their old MapZone but killed it. A few things I would need form such tool :…
Thank you, Brendan for your detailed (if a little cutting) critique. With regards to colouring of the scene, I'm having a hard time balancing realism with looking visually appealing. On the one extreme, the scene's colours look exactly like real-life, deep below the surface of water and hella blue. There is little…
You do have select polygon by angle by default on the select menu, it's a bit of a pain to do it tho. You also have the angle the same way as Max on Nex. You gain in some ways and you lose in others. Here's a list that I admire in Maya that Max users could have: - Transfer Attributes - global soft selection - Being able to…
so basicly i should detach everything that adds too much loops to it ? i guess i should detach the pivot on the bottom too ? quick sketch for the mechanical part (sry, no wacom yet) not so sure how the fastener on the top will work, but thats not a big problem since there are many references on the net# colours mark the…
Yea all of the FFVII characters where broken up into segments with 100% of the verts in that segment being weighted to the bone, 1:1 weighting. Some "rigs" didn't have bones and where just well placed object pivots linked together to form chains. I forget if vertex weighting was even possible on the PS1, it might have been…
An update on my progress :) I have finished setting up the material for the landscape and have imported the normal, detail and specular maps for the sand, grass, rock and flow layers. UDK doesn't seem to like applying 4 normal maps so I have had to leave the flow layer normal map out :( I need to also fix the grass tiling…
Goal for today : get the hip junction done. My idea for this vehicule's is that the hip and knee for each leg are each powered by a different engine, while the foot and ankle articulations are powered by way of hydrolic actuators. Engine A powers the Hip, but the energy to power the knee has to go from Engine B through the…