been experimenting with rimlighting a lot after playing super mario galaxy: a video of it on one of my tracks: http://nimblebit.blogspot.com/2007/11/rimlighting-test-2.html and a little gif showing the difference
Paul Hormis has a good method of setting up chains for dynamic simulation, you might be able to adapt parts of it to what you're doing? http://www.hyperent.com/Hyp-Tutorial-Cloth-003.php
[ame] http://www.youtube.com/watch?v=fzMhh8zhTiY[/ame] :) Anyway turned out really good. Now animate , duplicate them around 10 000 and swarm something. :) Really well done. GG :)
Thanks for the tips, I've bookmarked this page for when I come to set up a website. Is it a good idea to have galleries of different years to organize it a bit? EG. 2007 Work - 2008 work - ect.
Black and White 2 (pretty soon) Gears of War City of the Dead Dead Rising UT 2007 Soul Calibur 3 That's all I can think about right now...could be more.
http://kotaku.com/gaming/going-down-south/game-devs-get-incentives-to-move-to-texas-267686.php The Texas game development finance provisos http://www.joystiq.com/2007/06/11/the-texas-game-development-finance-provisos/
One of the guys from work rigged up a couple of classic Nintendo controllers with wireless gizmos compatible with the Wii. Pretty neat stuff http://www.engadget.com/2007/02/21/modded-nes-and-snes-controllers-work-wirelessly-with-wii/
This is probably rather more innocent than it initially looks but its still pretty funny. http://www.flickr.com/photos/mn8/ http://www.smh.com.au/news/biztech/retailer-removes-fake-playstation/2007/02/16/1171405415017.html
Hi all. Please look my work from postapocalypse project: The skies http://skiesmmorpg.com PBR workflow , Unity 5 (metal\smoothness) Polycount all model - 15 000 tris Texture 4k Soft - 3ds max, mudbox, Zbruush, photoshop
I enjoyed modeling in Modo a lot. And I've been a Maya user since 2007. It certainly is a breathe of fresh air. At the end tho I perfer to render my things in Maya due to its many selection of plug-ins. Renderman, Arnold, V-ray, Redshift3D to name a few.