Yeah this is pretty much it. I think its really important to understand what dDo is. First and foremost its a toolset to automate a lot of the grunt work artists would normally do by hand. Setting up and managing layers over multiple input types, using baked content (normal map, ao, etc) to create base layer masks for…
I'm not sure what it is with 3d paint programs but some things as useful and holding shift to get straight lines, shift clicking, these other programs won't integrate that into their tools. Photoshop has a lot of cool things that make people want to use it. If photoshop had an easy way to work on 3d models, like if it had…
[ QUOTE ] cool, yeah, i know you can achieve this look in zbrush. i'm asking just because it seems to show up in alot of mudbox work so i thought it might be a more fundamental feature of the workflow. sorry for the confusion. so it's a flatten tool then, thanks. i'll have to check the program out sometime. [/ QUOTE ]…
From a fellow Max/Maya -to-Modo migrant: 1. The destructive workflow is being addressed. Procedural tools and meshes are in the latest version of Modo. The sad thing is that all of the procedural stuff is hidden away in a separate menu. Hopefully, this will be fixed in the next version of Modo to speed up the procedural…
Hello ! Always loving the JuniorSenior avatar :) Along the lines of the suggestions from the Great Eric, and considering that the goal is an actual game asset for UE, then simply start by modeling a first version of the final polygon game asset of the tent at rest. Garment making tools may be useful to an extent since they…
Going to be a cool project :+1: Remember my grandad had a similar carpentry hand drill I'd kinda 'borrow' using it like a gatling gun playing soldiers while on school holidays.
Both of these software seems to have a decent set of features for aligning objects together and placing objects on other objects. But what are both similarities and differences between them ? I dont use aligning too much so I recently went in more depth and test some out and I was not little surprised to see Maya can not…
Hello, I am an indie game developer working on a first-person 3D narrative game (mid-poly, atmospheric/stylized — not photorealistic) built in Unity 6 URP. The game spans five distinct environments ranging from warm domestic interiors to cold institutional facilities to overcast outdoor settings. The same room geometry is…
Tech artists roles vary so much because not all companies realise what a tech artist can do for them. I started writing some Maxscripts 10 years ago to help me out when I was creating assets. At Runecraft I was writing noddy scripts to add helper nodes to characters for the runtime guys, but I was still very much a…
* Just go ahead and try Blender. It's free--what do you have to lose? Tinker around with it on weekends. * There are a few tools similar for Maya/Max: • http://hocuspocus-studio.fr/tools/product/multimesher/ (Max - free) • http://www.hard-mesh.com/ (Maya - paid) Neither are exactly what the Blender tools (BoolTool,…