The tutorials that come with max (as cheesy as they are) can't be beat for learning the software itself. Youtube is a great resource too. Once you get past the program basics I suggest you check out the wiki here on polycount and if you want to fork out some cash, 3dmotive and eat3d have some really nice products. WARNING:…
Hi everybody! Sorry for taking so long to post again but I’ve had a lot of work with this stuff. First I tried other two options for the last concept but I wasn't glad about them. The gladiator style looked too similar to his normal skin and then I decided to change the whole first idea. I started the new idea with some…
Very nice work man! The fog and palette are working really well to establish your mood, and the assets are looking good. One pretty minor compositional nitpick: the gap between the overlapping silhouettes of the big left side structure and the giant distant structure where the sky shows through is a little awkward. I'd…
So, I've got a little less than a week to put out kickass renders for the career fair. I'll do my best to manage that ;) Still got a couple of props to do, mainly some counter to cook on(surprisingly having a hard time finding a suitable reference. I keep finding fancy antique french furniture for the time period, but it's…
Fisher: Thanks dude! Daven: Yusss... gir: If I play my cards right, I'm looking to get an entry level job sometime within the next year or two katana: Thanks man, glad you're liking the X Nash: sukotto: Thanks man, yeah I migh tplay with some other ideas. The Xis a little cliche, though, which can be good and bad. Like it…
Thanks so much for the feedback everyone, it's such a good motivator :) I've been pretty ill over the past few days and haven't been able to work since any computer use got me all dizzy but I'm definitely taking all the advice on board. @LRoy - yes I was! I was having a hard time figuring out exactly what kind of shape it…
I think that you really need to think about the layout of this level before you continue here. It seems like you just kinda randomly threw your assets around, and made a very rough layout that may or may not work for good gameplay. Think about the flow of your level, and how a match would progress. I am assuming that this…
With PTEX there is no layout process as each face gets it's own texture. It's nice to not have to UV anything. It depends on the company as to who does the UDIM / UV layout. Some companies have their texture artists make their own, and in others it's a modelling task. Tools like Headus UV-Layout are commonly used to speed…
This is correct. Zbrush does not use vertex normals to do its smoothing and doesn't use standard 3d shaders like most programs since the model isn't in a 3d environment (no camera, no lights, etc). Low poly models will look faceted, and only appear smoother at higher subdivision levels since the new polygons (while still…
My first instinct is that it's waaaay too dirty. Grime around the top where it runs down the walls, around the base where it piles up, and maybe some in seams and crevices, but right now it's really slathered on there. You could map the damaged spaces to a dedicated 'rubbled' area on your texture sheet, or paint and normal…