I can write out something longer if those links aren't enough info, but you'd probably end up with something like. Intel i5, 16GB Ram 128/256SSD + 1TB HDD 770GTX
Alrighty, it's been a while since I last posted, but here's an update from you're friendly neighborhood animator! I had the opertunity to work with some great organizations over the last month including the very popular youtube channel Dota Cinema, and helping Nexon with there recent release with Dota 2. Lets start with…
Looking at max channel infos, on a 8066 vertices sphere mesh. mesh : 419kb vsel : 32kb (don't know what this is) alpha : 193kb illum : 193kb vc : 774kb map: 294kb so alpha+illum+vc = 1.13Mb total : 1.86Mb More than half of the model weight is dedicated to the vertex color and alpha, so maybe that's what they mean by heavy.
https://www.youtube.com/watch?v=zx0GwZWDFFU Files if you want to go along with the video and see the results yourself... https://dl.dropboxusercontent.com/u/7741113/Piston_V2.obj http://www.zbrushcentral.com/showthread.php?177194-DynaMesh-Master!-unofficial-Information-Installation Also, it would be pretty cool to see some…
I use MODO for modeling and UVing prop assets for game
engine use. Scripts 1-5 improve general usability/UI. 6-7 are a part of my modeling workflow. 8-10 are a part of my UVing workflow. * Eterea Snapping Bar – Cristobal Vila http://community.thefoundry.co.uk/discussion/topic.aspx?f=119&t=80869 I dock this at the bottom of…
You can replace steps 4 to 7 in the 801 version of Swizzle's instructions by installing this; http://community.thefoundry.co.uk/discussion/topic.aspx?f=83&t=77919 Then selecting your UV map and hitting the "Harden UV Borders" button (rightmost button, top row). Much easier :)
Maybe its the systems I have been on, but when baking the whole system can chug. Even limiting the render to one processor. Someone just showed me a 20% discount on dell outlet. So I can get the m11x r2 i7 for 770 or i5 for 715 w/tax. Still too high?
Here's a short animations workflow that I found and found really practical, of course its not a direct link to game design, but you get easily apply it and alter it for games. As you can see its not a strictly linear process, but there's a lot of ground work that needs to be laid before you move too far down the production…
available for work check my new stuffs on behance : https://www.behance.net/sebastienSquevin https://www.linkedin.com/pub/squevin-s%C3%A9bastien/16/a12/77a Scifi crate for art test,220 tri 4h00 of work, mostly on texture no game related but fully powered by unity : interactives screen for a war one exhibit