4/5/2024 0 Comments Softimage 3d zelda![]() As an added bonus, the interface no longer hides buttons and controls when it is resized, and it is relatively easy to add commands to the right-click menu as well as the other existing menus. They are very easy to make, as creating these views works much like building a layout for your interface. It still looks very much the same, but it now provides many new functions that were previously impossible, such as relational views and a new type of view that contains multiple views that work together as a team. ![]() ![]() Others were a very welcome surprise, such as vector/raster paint, construction modes, audio tools, custom display host, new XML based interface controls, complementary renderfarm software, character SDK, metashaders, Syflex cloth, Alienbrain support, Digimation support and Avid Mojo support. Many of XSI 4.0s enhancements and features are a direct result of user requests, such as rigid body dynamics, goal based simulation, material libraries, texture layer editor, competitive pricing, mental ray 3.3 Python support, more rendering nodes and advanced UV unwrapping tools. and Avid Technology Inc., unless otherwise noted. If it's not the right forum for an Art with capital A in games talk, sorry, I tried, I couldn't know.Softimage responded to users request with XSI4. I know Mario's model is not the most technically impressive, but I'm still more interested in seeing that than Resident Evil 5's. I'm not interested in technical advancement. I'm definitely a noobie in "game development", and I'm interested in making games that are ART. So I thought of popping in the forum in in case somebody knew something. I want to collect all info I can about how they were done - the concepts, the modeling, the lighting, the tools used, the game design, the programming, the biographies of the artists involved - everything about those games interest me, I find it to be quality learning. Metroid and Mario inspire me, as pieces of visual art - Resident Evil 5 doesn't. But first, I need to know it's oil paint that he uses, and not acrylics. If I could see Caravaggio while he paints, even though he uses the same tools of other painters, I still want to see HIM painting and not another guy, I'm not interested in oil painting, I'm interested in Caravaggio while he paints with oil, because he uses it differenty. It's exactly the same kind of educative curiosity. So I was wondering if the Mario or Metroid teams (I know they weren't done in the same way by the same people) had something like that, since I enjoy the final visual product, I am interested in knowing how they were done exactly in the same way I'm interested in knowing if Caravaggio's paintings where done with acrylics or waterpainting or oil. ![]() Pixar doesn't use Maya for what I know, they use proprietary tools, Marionette I think it's called. My interest in technicality is relative to that. I am an art director and a director that happens to be interested in games as form of artistic and conceptual expression. With "modelling" I wasn't literal, I meant to include everything that makes the MODEL, lighting and textures.anyway it was more conceptual talk, not technical. I don't care much about the modelling tool in itself, but I care about the global process for those games. My thread's title is not appropriate for example. Yes, there is some confusion, I'm not getting my point across. I also have worked on a couple of Wii and DS titles. I studied CG in school, though I'm now working as a game designer. Their processes are the same as anybody else's.Īnd yes, there are artists who frequent here. All of Nintendo's games have been produced by different studios using different tools. I think everyone is pretty confused on what you're asking here. I don't think anything is impossible -Īnyway I still think I'd find it cool to know - I don't think anybody is getting anywhere without knowing what others are doing and how, what the standards are - and those are MY standards.īut guys you are all developers, I'd need to talk to artists about this, forgive me - it's a forum for art directors too, right? Or you must be able to find the art director and get stuff. Oh, it would be so amazing to have the source art. Quote: Original post by Jeordie Duckpucker
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