Definitely check up on Keen's Batch Exporter. It saves tons of time by centering each selected object, reseting the positions to 000 (based on objects pivot point) and exporting each asset based on whatever their names are in max. http://www.keenleveldesign.com/html/misc/exporter.htm
removed the link, it was an artificial benchmark test (48 to 48 000 sided circle) to prove the adversary effect of thin triangles on performance NOT suggesting to use certain layouts for "caps" of low poly, with so little geometry at hands interpolation artifacts are much more dominant...
im totally sold on modo after tryin out 103. need to make the extra 200$ then im gonna get my dirty hands on a copy for sure. especially with the free upgrade it seems like a good deal (not liek silo tho but what the heck )
Awesome! Those renders look like a scene from World in Conflict. :) http://pcmedia.gamespy.com/pc/image/article/779/779951/world-in-conflict-20070411062142759-000.jpg or more specifically the X-Mas map:
It's interesting to see that bounce that happened in 2003 - we need more data but it looks like the adjusted for inflation salary for game artists has slowly been increasing since '03, it certainly feels that way in the trenches.
me http://orbart.free.fr/index.php?Gallery=103 +my wife http://fafart.blogspot.com/p/fantasy-portal-env.html http://4.bp.blogspot.com/-bSaBJIreIn4/UDXRsYZ8MdI/AAAAAAAABc0/bImEfuE2FKI/s1600/mushrooms.jpg = your "personal" project?
Buzz describes how to do that (including importing the skeleton) in PLE so I believe there has to be a way. Is there a PSK importer for Maya? The PSKs can be found on the last game disc (3 in 2003, 6 in 2004).
#001 The very first object ye shal create ought be a vessel for preparing tea. Asketh not why. #523 Your creation of torus knots shal increase tenfold whence the discovery of falloff map is made
Alright another update for tonight. A "normal" walk cycle http://dl.dropbox.com/u/3911509/Walk%20Cycle%203.mov Here's Youtube for Faster Viewing [ame] http://www.youtube.com/watch?v=chm3htRB9Hw[/ame]
Whatif Productions: Max We're not a dev studio though, more like a middleware house. Remember this from 2003? http://www.ericchadwick.com/examples/files/2003.11.24_Which_3D_apps_the_gamedevs_are_using.html It'll be interesting to see how things have changed.