I've decided to log my latest endeavor on trying to get a game studio job. I'll be creating a character based on some dope naughty dog concept art.Phase 1: block out Concept Art by Richard Lyons Block out More soon.
I'm sure you've impacted someone positively somewhere and they are better for it. With the situation as it is now with the quarantine, you have a lot of time to do something that makes you feel fulfilled, doesn't have to be something that trends here or on artstation. Doesn't have to be art for a job. Just something that…
So, im trying to build-all in the feb build of UDK and i keep getting that message in the swarm agent log. and the Udk window stays in "collecting the scene"... but if i uncheck Lightmass it doesnt happen. is anybody getting this or heard anything about this?
Ohh I see where you got the idea. Yes the pivot point of the item during import into UDK will be determined by the position of the object in Maya from the center grid. And no, nobody builds environments like that (will you actually import every single repeating piece into UDK as separate assets?) Try to block out the…
the thing is that even the semi realistic characters need a solid anatomical foundation, even completely stylized pieces do. and thats where they are lacking the most. the way the skull is constructed, the way way way too small hand, the way the breasts are connected to the body and so on. I'm not saing i am super pro at…
Well first show us a shot of the material with all textures combined so we can judge the final result. As far as bricks go, horizontal rows should be offset like in your refs, that's what makes a wall stand up if you've played lego. Then there's the space between the bricks. Assuming it's cement, it should look less like…
I worked with unigraphics NX (now siemens PLE or so), it's fairly similar to solidworks, and the modelling features were just mind blowing (this was like 4 years ago). However as the previous people said, it comes down to planning your model in advance. So you better need to know what you want in the end, and then come up…
I think the minimum edge padding(dilation) to use is: log2(max(width,height)) + 1 = nMipmap Levels + 1 for example... for a 2k x 2k texture is (12+1) = 13 in that way it's guaranteed that if two pixels use the maximum and minimum mipmap LOD then a 2x2 box filter result won't present visible seams. The default in xNormal is…
Yup. The stock market is thoroughly detached from economic reality in a lot of ways, and it deserves plenty of blame and scorn for it, but if you do understand how its own weird little reality works you can make some pretty sweet cash. Unless they're really, abysmally bad to the point that it gets widespread publicity,…
Pretty much. The ex-NetDevil founders went on to start a company called EndGames - They make Facebook social games now, and their turnaround is insane. They had launched like two games in one year or something last year and were already in the black. They saw the flaws in the traditional game publishing routes and decided…