My first website was hosted on Prodigy, which was my ISP at the time, until I heard about a local provider who let users pay a flat monthly rate for their dial-up AND let you put up websites. The best part was that, unlike Prodigy, they even supported uploading pictures to the websites. I promptly made a homepage with a…
Hey racer, I watched it, few questions/remarks: you say you use "Span" a lot, did I hear that correctly? I get the impression it's something related to moving edges? I have no clue where that exactly is, mind elaborating? Would this be some sort of replacement for Edge constraint mode? Because I never see you use that and…
oxy: why even argue with Daz, he's one of the most experienced professionals on this board... do you just think that experience is unimportant or something? The only thing 'that depends' in relation to game companies in terms of specialization, is how long a company can survice now without doing it and thus avoid going…
EDIT: Thanks for the many, many suggestions everyone. I can't say thanks enough, you've given me a ton of options to work with! I'll make sure to post up my results soon :D Hi, I'm trying to figure out the best way to do an AO pass on a low poly (7000 tri) star wars ship model. A Z-95 head hunter to be specific. I've used…
Very good point. When you look back at Tekken for the original Playstation back in '94 (or was it 95?) and compare it with Tekken 3 which came out a few years later, the improvement is very noticeable. The more time developers spend making games on specific hardware the better the graphics get. The latter releases of…
If the concept and base model is done and locked, and nothing goes wrong, it would take 2 weeks. But very often we have to tweak models during the building, revisit the concept and design, change something for easier animation etc. I would say it's more often 3 weeks from concept to finished and working in game. Of course…
I do 95% of my texturing in zbrush PP. I tend to clean it up and composite in Photoshop. When I am doing one of my attempts at photoreal portraits, for example, I tend to have several duplicate heads in the same ztool. I will paint something like mascara as total black on total white. Then bring that in as a mask into…
Yup that is indeed the suggested workflow when the normalmap cannot possibly do a perfect job ; that is to say, when dealing with a pipeline not properly synced between baking and rendering ... which is, very sadly enough, 95% of the cases out there. It's really a bummer that us artists have to rely on such tricks to "fix"…
Obama signed directives that military detention doesn't apply to American Citizens and a bunch of restrictions on how it applies to non-citizens basically crippling that nasty bit of what is 95% a military funding bill. "The directive is not a big surprise, as the president threatened to veto the National Defense…
If you ever figure it out, let me know. I think the learning path is a little different for everyone. I think digital painting can learn a lot from traditional painting. I would avoid 95% of the "photoshop painting tutorials" online most are "how to make a candy i-mac buttonz". In fact I would skip photoshop all together…