It's important to remember about a lot of mac users that they actually ENJOY paying for everything. When you actually pay for a service, in some odd way, it is better, even just psychologically. You feel invested to the service and having that investment makes that service more enjoyable, we like seeing our hard earned…
alternatively.. it's a group of academics trying to make something useful they can sell but failing to make anything useful cos they don't grasp the problem people are interested in solving. and seriously... why the fuck would anyone do that when you can just throw a load of GPUs at the problem and make the same amount of…
I started on the stylized prop, I don't know if I'll find time to finish it, but I spent a few hours creating my block out. Then another night focusing on high poly/low poly and bakes. Here's what I've got so far: Blocked out shapes: Blocked out materials: Current low poly and UVs: Pretty quick and dirty unwrap and pack.…
Tough one here (for me) I'd say texture your two construction vehicles and make them the most badass construction vehicles anyone has ever seen in life! These stood out to me, all that other stuff, i kind of (for me) do not "mesh" with so it is no interest to me. Perhaps your calling is vehicle design you seem to do well…
The ATM is well made, but with your portfolio you're trying to grab a hiring person's attention, and the ATM doesn't do that as much as your other pieces. For the subway, maybe try and tell a story. Who was just here? What did they just do? It could be as simple as an old newspaper and a still smoking ashtray, or as…
I think the target users are really the industrial designers, mechanical engineers, architects. The consumer market is a ways off, I think eventually it’ll be a big deal, but you have to start somewhere and generate ground swell, excite the developers to make apps and ideas.
Team name: Gnomes^Nth Studios (Not registered or anything, just the name of the website) Project name: Imperiums Brief description: A sci-fi tick-based Browser based game with a simple graphical map in very, very early production. I've been mainly doing back end things like code to generate the map database, game database,…
It's the best way we have to handle mouth interiors/nostrils etc with current lighting setups and since cinematics sell games the character artists get to have all the fun toys