joolz, yeah, I read that article (or rather a copy of it on a different site) a few days ago. You raise a very good point about wanting to leave the USA - I originally wanted to go and seek work in the USA but these days I have been considering Canada as a much more serious possibility, purely because it seems like a…
I've been using Max for 20 years, I customize quad menus, I added 60 shortcuts and i did some interface changes, believe me I model texture lighting and render very very fast. In a yesterday world, Clients will love you if you deliver renders as fast as I do. What matters is how you customize your software to work for…
Sorry, everyone didn't just agree with you gray...nah, actually I'm not. I never said Ptex and Pixologic UVWs were the same I did say that Pixologic viewed them as very similar. HUGE DIFFERENCE. gray I'm just going to ask you outright...Do you work for AD or just an overzealous fan? Also I have used ptex and I am aware…
If I may say, you are falling into a bit of a trap that I see character modelers falling into time and time again these days. I'll try to explain. Based on your series of screenshots, you seem to be following a very logical series of steps : finding some good looking references, and carefully trying to translate all the…
newest core is not equal best or most efficient core... xsi is in big troubbles cause of two reasons... to thight mental ray integration and ice is trapped as operator in a stack based core... to update mental ray to get close to the stand alone version it would take to much work each release.. to fix this issue you have…
I've got a 760 here, along with a 4770k. I've also got 16gb ram. Nothing is over-clocked, it's kinda fast enough already most of the time. I might get round to it at some stage but the performance you get for your £££ these days is so good vs say 5-10yrs ago where an over-clock was really noticeable outside of benchmarking…
pogonip: Evironment jobs don't pay well. Building environment stuff = building props or level pieces, you don't build whole levels. basically what you do is you still model and texture the same way u'd do anything else only you're making level props. demoncage: I mean look, the way I described getting into the industry…
Paintova powa! Haha yep I think you are right guys. But I also should have said that this was a userview screengrab, oops It's a hard balance to find really, and I agree with the points you are both raising with the pictures. I just don't want to make her too childish - instead of a complete young package I'd love to give…