You are completely correct, I do not understand much of what you say. Did you even bother to research the school you are so quick in dismissing? It took about 20 seconds for me to find this: http://www.abertay.ac.uk/studying/schools/amg/ http://www.abertay.ac.uk/studying/schools/amg/gamelab/…
It's good advice for some of the kanji, but you can't build a 100% logical system from it. Well you can, but it won't exactly be logical logical, just a messed up logical based on stories you made up :p And that's not a bad way of learning it, that's what the Heisig method teaches. A common type of example would be…
My main issue with the discussion in this thread is that EarthQuake's decrees make it seem like even listing Blender on your resume (after Max and/or Maya) will earn you negative points. I understand this is the opinion of many professionals, but is it really fair? It doesn't seem right to dock points for knowing and…
They all have their places and practices. It really depends on the object and how it will be used and UV mapped as to how you will need to edit (if at all) the end caps of a cylinder. You also have the other issue of your time being spent flipping and defining edges on cylinders and how those edges will effect edge flow…
wester: I assume you dont use max 2010 yet because in 2010 the glare shader is enabled by default - in previous version (starting with 9) it has to be enabled in a textfile. Once its enabled under render settings you can drag it into a material slot to edit it's changes (because its a shader after all). Some complete…
As the title says. How do you feel about posing models created using character creator in conjunction with zbrush as shown in the link you pasted? I would like to 3d print my models in the future. Currently, I use only zbrush for posing, but it is time consuming and stressful because of the limitations. I would like to…
if you remove the bones, skin weight the hanging arm cloth 100% to hip or root (basically so that animation doesn't effect them), then use cloth paint tool in unreal, I think you should get a proper simulation. for getting correct scale in MD, that should be simple to solve especially since you do have one working example…
(Big version) As I mentioned before, in the past a lot of my personal 'for fun' work has been dioramas or prop collections. My goal with OWHQ has been to produce a shippable, professional, functioning environment, with the emphasis on looks first (I'm an artist after all) but design a close second. For lack of a cooler…