Cool! Hopefully this will shake up the 2d concept - 3d execution pipeline a little in some studios. It makes the concept stage so much better to do it as an hybrid of sketching and modelling!!
Altho I feel kinda bad for the 'surface guy' who's role is just to merely redo/cleanup hawkpreys 3d sketches!!
Still, a great pipeline. I can only hope that the split between 2d artists and 3d guys will narrow more in the future. I guess Its a matter of both sides not being lazy and start picking up 'the other stuff'!
We need to drop the "next gen" thing now. . . it's not next anymore, it's here. The 360 came out in 2005, for fucks sake. The press is already talking about the real next gen, the one to come next, after this one. If we don't stop calling the current gen "next gen" then they'll have to come up with some new name for it, like "nexty next gen," and then I will have to kill myself.
Woot! I've been waiting for the Vitaly tutorial to come out, had been a while sense he mentioned it on zbrush central. Good to know its actually being released instead of vanishing like so many other ones from big names (Im looking at you Rockstar and Iian Joyner)
Sweet....even better man. I'm still not too sure why some gaming studios still insist on using Maya?!? Feels like max is just better streamlined for games. Maybe I'm just biased...ah well. Cant wait to check out the tuts.
NyneD : in my experience Max is better at building the assets, especially in a flexible manner, but Maya is better at managing them and plugging them in.
animators here use maya(cept for one guy). modelers seem to use max. I think almost any animator/rigger will tell you they prefer maya if they've used the two, and most modelers tend to prefer max. I've used both, and for my line of work, it's maya all the way. better suited for tools/rig development.
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Altho I feel kinda bad for the 'surface guy' who's role is just to merely redo/cleanup hawkpreys 3d sketches!!
Still, a great pipeline. I can only hope that the split between 2d artists and 3d guys will narrow more in the future. I guess Its a matter of both sides not being lazy and start picking up 'the other stuff'!
B
http://www.thegnomonworkshop.com/news/?p=709 <---Character Modeling and Texturing for Next-Gen Games with Vitaly Bulgarov
Oh and with more "Next Gen Titles"
Hawkins will be one to watch out for too
next-gen, X-Gen, then Y-gen, Z-Gen, 0-gen, gen-1, gen2
Deffo buying both.
S'far as I've seen Epic work in Max and Mud.
Anyways! sweet Gnomon stuff as always.
animators here use maya(cept for one guy). modelers seem to use max. I think almost any animator/rigger will tell you they prefer maya if they've used the two, and most modelers tend to prefer max. I've used both, and for my line of work, it's maya all the way. better suited for tools/rig development.
You sir, have given me hope...