SBP is fantastic for drawing and painting, ist tools for cutting and transforming arent as deep as photoshops. I wouldnt recommend it, if you plan to use photo based textures, but for pure hand drawn textures, just give it a try
Instrument transformers! After staring at these things for the better part of a month, I'm glad they're done. And some sign decals for the exterior. I'll toss some geo into the holes to wire them up to the chain link fencing.
It's actually quite easy to work in a non square setup - just keep it square and keep your stuff only in one half. Once you're done, just crop the textures and transform your uvs as a last step.
Run a profiler in-game, see whether you're Transform-bound (generally vertices) or Fillrate-bound (generally materials). In practice tho it's hella more complicated. ;) http://wiki.polycount.com/wiki/Framerate_Optimization_Tips https://simonschreibt.de/gat/renderhell/
I think the brain reacts much like any immune-system, after so many explosive transformer and resident evil movies you start rejecting anything remotely similar ;) http://en.wikipedia.org/wiki/Duck_test
So essentially, Thor and Iron Man were pop-corn summer movies with pretty simple A to B plots, but they were better then Transformers which tried pulling double stunts in the storyline. Yep, I agree with him.
Yeah, definitely don't dismiss the action center. It delivers a LOT of power once you get used to using it. There's really no transform I can't do in Modo with a second or two of thought. Combined with the workplane? Hot damn ...
Its like Starship Troopers, except with lame Transformers rip-off villains and extremely low-budget production values! As far as acting is concerned, it looks like it will be about on par with Paul Anderson's sci-fi crapfest.
Available on Fab and Gumroad Contents: 1. Introduction 2. Create Custom Materials 1. Introduction "Triplanar Projection Material Creator" enables you to easily create custom triplanar projection materials from any PBR texture set. It comes with a variety of premade materials that are perfect for quick prototyping in Unreal…
zbrush is a bit of a dick in my experience. as a result I always set the meshes up (i.e zero their transforms, line them up, fix normals etc) in max / maya / whatever before exporting again to bake in painter.