yes yin and yang they are opposites - but you are not looking at the larger picture: they are equal halfs of a bigger one. they can't exist without one another, they are perfect compliments, when one push the other is pushed with no energy loss or add. since the other can then push the one, the negavtive and positive are…
Editable Poly is what made Meshtools et al possible in the first place. So we are both talking functionality, not the technical underpinnings (of which I have no clue of), correct? Because Meshtools brought all the poly modelling goodies: Connect/Divide/Push/Pull/Relax/Inset and so on as well as selection functions like…
Wondering about that as well, guessing triangle count - i.e. minimum and maximum limit? As an example for a vehicle: "Vehicle: 2 triangles -2k - 50k Lived-in, usable, wow factor, this can also be a mount!" ...fairly tight if you're used to working with 100k+ budgets but obviously this challenge after all is an exercise in…
Yeah, a screenshot of the UI or preferentially a video would help to understand what's happening and what's unacceptable performance for you. Here for example I'm on a scene with 2m tris and take barely a second to switch to edit mode on a 700k object on my old computer - and I'm okay with that -, while it can take over 3s…
I've been wondering is it possible to create a stamp that has a push and pull effect, instead of just doing one direction. I notice that wherever the stamp is black it keeps the surface flat. But in zbrush i believe black pushes down and white pushes up? I find it kinda strange that mudbox is different.
I agree with Pior, Eld and some of the other guys... its all about art direction. Check this out, these are some screenshot I took from a 12 year old (!!!) PSX game called Breath of Fire 4 (really cool rpg): These are all full 3D environments usually covering large areas and in most cases you could rotate the camera in…
I liked Cyberpunk 2077's graphics, thought it was pretty immersive. I agree with newer games being bugladen and poorly optimized. UE5 has lowered the bar of entry to becoming a game developer, for better and for worse. I think a lot of senior talent for optimizing games has left the industry; either let go for cost cutting…
rumbleshushi: While I agree with you that its definitely cool to push the individuality of a character to make it look realistic, But... I think you have missed the point here. I could be wrong, but it seems that The Boss is trying to LEARN female anatomy by doing this character. Not push the boundaries of what is accepted…
I think most useful will be to do few simplify hands so you can commit to memory major forms and planes then will be easy to pose them the way you like Below is example with few different level of complexity , doent matter how simple actually is as long as you can learn forms and planes "To clarify, I've done all the hand…
I think firestarter said it perfectly, except for the bill them hourly part. I think an offsite test is perfectly acceptable, such as give a person a week to bang out a small part of a level, a character mesh, maybe a texture. I personally think it shows lack of trust if they want your art test done on-site. What if one…