If you can't make the session I'm sorry to day that I will not be offering down loads to the public. Only students that have paid will be able to down load a water marked capture of the session.
I will be using 2012 for all classes as it is the most recent version how ever I will making note of where changes are for previous versions as well as I know productions can be stuck two or three versions back at times. As far as the rigging and scripting classes that are currectly being offered nothing really new is being used, the Max / Mudbox class will be using the Max / Mudbox interoperability features but I will also deal with the old school export import methods as well Mud 2012 has some new features that I will be showing. franky Mud 2012 is a big step up from 2011 because of the increased poly counts that it can now handle.
If you can't make the session I'm sorry to day that I will not be offering down loads to the public. Only students that have paid will be able to down load a water marked capture of the session.
ah that clears it up. was gonna sign up but work during those hours, good to know i can re-watch the session.
Well I hope to see you sign up. Please make sure that you read the descriptions of the courses so that you know you are signing up for the level that you are comfortable with. If you need clarification please email me.
Signed up for all three. Well I brought it up at work and they signed me up so I'll see you there, can't wait.
I was wondering when you go over mudbox will you be touching on PTex at all and how it might apply to games? It seems in theory that it might be super useful for creating a base diffuse that isn't dependant on the UV's of the sculpt. This can then be baked down to the low poly as a start for the final diffuse map? But I haven't checked it out and I was wondering if it might be covered?
Mark DygertI will see if I can cover PTex, so far I have not been using it in my work flows as there have been some issues with it. For instance once you have set up PTex you can't get rid of it if you want to use regular textures from that point on. Might have been corrected by now but I have not looked.
It's great to see how far mudbox has come from 1.0 which is what I use at home for my sculpting needs (which isn't that often), I've also owned zbrush since it came out but never really liked it much and always swear to use it more often until I get over its wonky interface. But mudbox just navigates in an intuitive way. It looks like an upgrade from mud1.0 is dirt cheap so I'll probably make the jump to 2012 soon.
Err... so yea, as an animator I can't wait for the next two classes because those will more closely touch on what I do every day but that was a class with well thought out examples and beautifully illustrated points and tons of tips.
Replies
I will be using 2012 for all classes as it is the most recent version how ever I will making note of where changes are for previous versions as well as I know productions can be stuck two or three versions back at times. As far as the rigging and scripting classes that are currectly being offered nothing really new is being used, the Max / Mudbox class will be using the Max / Mudbox interoperability features but I will also deal with the old school export import methods as well Mud 2012 has some new features that I will be showing. franky Mud 2012 is a big step up from 2011 because of the increased poly counts that it can now handle.
ah that clears it up. was gonna sign up but work during those hours, good to know i can re-watch the session.
I was wondering when you go over mudbox will you be touching on PTex at all and how it might apply to games? It seems in theory that it might be super useful for creating a base diffuse that isn't dependant on the UV's of the sculpt. This can then be baked down to the low poly as a start for the final diffuse map? But I haven't checked it out and I was wondering if it might be covered?
haiddasalami isn't this part of work?
It's great to see how far mudbox has come from 1.0 which is what I use at home for my sculpting needs (which isn't that often), I've also owned zbrush since it came out but never really liked it much and always swear to use it more often until I get over its wonky interface. But mudbox just navigates in an intuitive way. It looks like an upgrade from mud1.0 is dirt cheap so I'll probably make the jump to 2012 soon.
Err... so yea, as an animator I can't wait for the next two classes because those will more closely touch on what I do every day but that was a class with well thought out examples and beautifully illustrated points and tons of tips.