I sense an influx of Aladdin themed maps coming.
Posts by Sigma
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Quote from kikette
Unwrap in 3ds max is really awesome compared to Maya where you need to add few custom tools. I don't know if your book already talk about but if you have time, take a look to the Graphite modeling tools (something like), in the topper right section (A folder with a lightbulb). You'll gain access to some very usefull tools (paint connect, etc ).
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I have not gotten into them, but I knew they were there. I want to try them though. How different are the tools in there from say the regular command panel on the right?
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I am just now listening to the podcast so take my opinion with a grain of salt. This is a lamens understanding of bitcoin without any kind of proper research...
My issue with the cryptocurrencies is that at the end of the day, the value of the currency is only as good as the reputation of the source backing that value (i.e. a government or some other established organization that is prepared to reinforce the stability of the currency). The gold standard and/or the dual coin system (gold and silver) worked not because of the backing of governments but because of the innate real barter value of those coins (i.e. worth its weight in gold) becuase they were precious commodities. Granted, I believe that digital currency eventually will become pervasive throughout the developed world--but without any kind of real barter value outside of the digital realm I cannot utilize that currency except in special situations (and only if recognized by the central bank of the government). Furthermore, the volatility of the value of the currency dissuades the common user from latching onto the new currency--thereby further reducing its value and use. I have no perceived value in investing in or transitioning towards a cryptocurrency and/or digital currency as I do not possess the means to benefit from such a trade (namely, large amounts of disposable income).
Not to mention the amount of crime faciliated by cryptocurrencies. Governments and other established currency users/bases en masse have a real interest to prevent the switch due to fraud and stealing of their goods/services.
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Sounds like I need to keep working away and generate more content as well as show some of the others (especially in the 2D category). Would you suggest removing the Starcraft II section altogether (I agree that it is light as far as level design goes in comparison to other works here)? I am reluctant to do that because it directly associates to the last year of my resume. Maybe find a better spot/method to show it?...
As for the generalist, I thought that was regarded fairly well or are they simply the first to be fazed out (therefore far better to specialize)?
My 5 year goal is to become a producer and/or strategic planner (or similar) in the industry--I don't know how incorporated art (or programming or design) background should be for a person in those roles as they are primarily internal business functions but I feel it is an important aspect to my background (not to mention I enjoy the work).
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Just ran through some simple low level tutorials tonight to brush up on some basic skills. Textures courtesy of Andrew Gahan. Tutorials from his book "3ds Max Modeling for Games" as seen here:
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Taught me a couple of new methods to uvmap and texture that I find useful -- but utilizing them in a production setting will confuse me for a bit so I shall have to practice them

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Portfolio: http://johnemerson.net/
So I am actually quite nervous posting this but I need to get better feedback, from experts such as yourselves, about how I can improve this portfolio (let alone the quality of the work itself). Some things that come to mind are:
- Get right to the art (this is the biggest one I think) --> place a couple of images on the front page (I'm actually having trouble with transparency on all images (noticed it on the resume section for the Twitter and LinkedIn buttons) to do this
I think its the css and/or wordpress theme interferring that is preventing me from doing this the way I would like).- Fix formatting on Internet Explorer (Chrome and Firefox look good so far).
- Narrow my focus down or choose to remain a generalist.
- Uniform all of the images and captions.
- Possibly include links and/or embed video of animated logos and other.
- Reduce webpage load times.
I would greatly appreciate any feedback.
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This might interest you in terms of finding possible outlets (and therefore marketing) by the way.
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Going through this experience myself right now. There is no true roadmap--but if you have a budget it would be beneficial to devote some portion of that to marketing, although the primary means of your success will most likely be dependent upon word of mouth, sales, and spotlight/highlights at point of sale sites. Depending on how you set up your company there is no reason to give an interest to marketing--just contract out that work (to marketing students who will do it for less)--leaving you and your partner to generate income based on your percentage interest after recouping your expenses/losses.
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I challenge you to find me (should not be too difficult)

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This about sums up how I feel about it: http://www.youtube.com/watch?v=jXEtOPMW2hM
Although if you can provide feedback that is great as well. As others have stated, just giving notice (even automated) is often enough to let people know their application was received, reviewed, and did not pan out. It is not too difficult to find the credit of team members on a game, track their portfolio down, and see how you stack up. So.... what Nerve said

As for hurting someone's feelings -- not your job to coddle the world. Either they take it and improve, or they don't.
That's the way skillsets are. Hire the right person, not the quick/easy person. -
Fuzyhead I see some scalloping on the barrel and possibly your handles as well. Don't know if angle of the render or if the normal map. Otherwise...
ACE! Just start posting right after me and you will always look like the best 
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I see what you mean. Is this better? Put in some supporting edge loops.
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A little more work on this done today. I think its finally ready for unwrapping and baking... as soon as I decreased the thickness of those goggles straps.

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Quote from Al Anselmo~Intelect0
- Read these two first books of Game of Thrones that have been staring at me for months and begging to be read.
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You've been warned. . . O.o
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Quote from knj
- bench press 200kg
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Couldn't help myself. I hope you do make it. Looked up the conversion and that is a LOT of weight for a bench press!
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-Complete and release first game
-Begin 2nd game
-Advance 3D skills and quality
-Continue Master's degree program
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Quote from KOLARI
Thanks a lot for your response Sigma, very helpful. Now I think that I can try to finish my first model with no worries

One more thing though. Should I also remove unnecessary edges that get created after I have applied mirror/symmetry modifier to my model if I used one?
I don't know what package you are modeling in. But combine all the elements together into 1 mesh and than you can repeat the same process as above to optimize it further.
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Quote from KOLARIDisplay More
I am trying to learn some modeling too and would like to know if I am allowed to do this:
http://s16.postimg.org/it1lqsm6t/hmm.png
Basically I don't need all those cuts on the next face so I have merged vertices to that corner. The tutorials I have watched so far haven't given clear answers to this.
Anyways, some good tutorials about optimization, low poly or whatever you call this kind of stuff would be appreciated, if you happen to know some.
I don't know of any tutorials but what you are referencing is termination to reduce the polygon count down. This is perfectly acceptable and is in fact a good practice. For hard surface modeling like you are doing it is fine to do it that way although I think you could probably optimize it even more (i.e. take the support beam and terminate both edges to 1 vertice on the overhang, and remove the connecting edge from that vertice to the center thereby removing 2 polygons for your sectional. So long as you model in quads. If you were doing some organic modeling and/or rigging it for animation you would want to be more aware of where your terminations are and what kind of deformation the animation will result in. Here is how I would do it...
The Light Blue points are your remaining vertices after vertice welding. The Purples gets welded to the light blues. and the red edges get removed. The yellow lines represent new connecting edges for the purple vertices that got welded on to the blue.
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Quote from kanine01
[Blocked Image: http://i.imgur.com/Lmg6leM.png]I started making a sort-of historically accurate ancient Roman Gladius this afternoon.
Maximus would be fond of this weapon, after all--his name is Gladiator. Nicely done -- although I do see a seam in there from symmetry. Don't know if that was intentional or not.
I've been working on this a little bit today. Discovered a couple new modifiers that I am now fond of (shell and slice + convert to spline + sweep). German M42 helmet circa 1942.
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I've used both and if you can find a good run through of the interface (the help files are typically pretty good here) than you're more or less set to go on either one. Personally I prefer 3DS Max because I find I can model a little quicker in it. Also from what I understand UV mapping is easier to accomplish in 3DS. But it comes down to personal preference. I find a lot of job ads seem to be specifying Maya lately so that is something to consider if you are in the job market. You should be able to get a student version of either for free through the autodesk website.
If you're looking for full free though without any time constrictions like Autodesk applies, Blender is your best bet. I've seen some really good stuff produced out of that package too but if you have experience in any other 3d packages the user interface will through you off pretty bad at first.