I currently use C4D for all my modeling, texturing, and animation. I use to use 3DS for about 10 years and when I switched to C4D it took me about 1 week to be as comfortable with it as I was in Max. I am currently in the process for doing some game modeling and texturing tutorials for Maxon (the guys that make C4D) and…
fx work: Cascade. Indie/Unity games generate very little money compared to AAA games, and for AAA games, they often use UE4 or their own engines. You can't do stuff using all sorts of propreitary engines, so Cascade for UE4 is probably the best portfolio-creating tool to use. If you want to make non-trivial money, learn…
after reading through this thread a bit more, I decided it would be cool to make a beefier script than my last bevel thing, but on a bunch more tools. So now it creates a menu on the main ui for easy management and for certain tools, it either opens up the node in the history and sets up a 'virtual slider' with the MMB or…
I finished my portfolio about 2 weeks ago, using wordpress 3.0 (was still in beta upto that point). I set it up with custom post types (portfolio) and created taxonomies that I can add to each entry. What sort of portfolio entry it is environment, prop, character etc... I also added what type of tools I used, and all those…
Seconded. I'm having to deal with this right now. Speaking of the cut tool. the main gripe I have is that if you orbit your view/camera in mid-cut it cancels the cut tool. I don't understand why, but it is really annoying. Graphite modeling tool. Tools are great, but the interface is made of concentrated fail. Interface is…
just get used to pack multiple parts of a object into 1 texture. Or even related objects into 1 texture. It has to do a lot with architecture of the engine and game, like how textures are reused and which ones are dynamic like swap able parts of a texture. And yes in the end you want to reduce drawing calls and every…
@Jerc When initially told about Adobe purchasing Allegorithmic, we were told one of the reasons was Adobe has resources which would help Allegorithmic develop tools which they could not do on their own. The developments I can see are; - The ability to use Photoshop brushes inside Painter - Content Aware tiling in…
Thanks for the links, some real cool info to listen to on the process of baking. I'll have to find a tutorial to play around with it in maya, gonna work on roughing out the mesh then I'll go back and look at details. The information on UV/edges rules was also good, definately guidelines that I didn't know about and…
Very cool stuff. A lot of consistent, quality work. My main critique is that your textures often look quite dodge/burny - the shadows hit black too early, and highlights go to white instead of more saturated colours... as a result you get a consistent style but I think it could look better if you used more colour and…
Like mentioned, studying/observation and practice is the key to improvement (I'll read "AAA" as "high quality"). Also asking for help if you're stuck, so good on you. I think the rough aesthetic is already there, but many elements look like guesswork or a bit random. One thing that stands out immediately is the wobbly…