Thanks again for interesting links. That last video is one that made me focused on Houdini for some time again last year. Problem is that most of those example show things that is basically easier to do elsewhere. For example I use Terragen. It's also node based but still have a bunch of quick tools, that can do all the…
I completely disagree with this article: This guy is using of really low end user to grant Max some of it's useless (nowadays) features, like for an example bi-ped. "Complete Package for Game Development" - On my opinion, people don't know Maya enough to say at least what it can be done for game development, I will list…
I don't think there's anything wrong with your textures per se, I think it's just the way you're presenting them. That overhead shot is just a very unflattering camera angle, do you have a different angle? And you've only got plain textures on a terrain, instead of just a grass texture, add in some actual grass/plants. It…
A couple of things that are really throwing me for a loop. His philtrum ridge is a bit too thick on either side and is creating an odd highlight. I could be wrong, but it appears that your outer eye isn't far enough back, without a solid side view it is hard to tell. Also, his eyebrows are way too straight and way too far…
Thanks everyone for your feedback. I've unfortunately moved on to other projects now, but will definitely return to this at some point to potentially fully rework it. I feel like I was too ambitious and should probably condense my efforts into one highly focused area rather than multiple large ones. @mcgillchris A night…
Untrue, having worked at Bungie I can tell you that they use Max for the majority of things, and a few use Maya. These are mostly the animators, FX artists and a character artist or two. While there during Reach every Environment artist used Max. The tools Justin linked are very much like the tools we used for Unwrapping…
I would float only if it would save you a significant amount of polys and if the seams could be controlled otherwise I would go with Gsokol's method of collapsing a few edges down to some tri points. I lean pretty heavily toward something like this, where everything is joined together. Maybe even combining the point in the…
Vertex alpha is more expensive than splat mapping, because it's alpha blending. Anything with transparency is generally more expensive, especially for mobile hardware. For the transitions between road and terrain, you could use the eat3d method in McGreed's link, except not using the blend texture for details... just…
Oh wow, how tired was I when I popped into your other thread-- I just realized this is a braid, not a ponytail. There's a tutorial for that; https://www.dropbox.com/s/7110gqo594bccfg/danielorive_frozen_fanart_breakdown.jpg Additionally, look at this sculpt of Ellie, from the Last of Us, to see how good hair cards look.…
Stop sucking... Make a short so jaw dropping he eats his words. Maybe he's not a dick maybe he's trying to wake up a bunch of soft jelly bellies that think because they paid an ass load of money they get to walk thru the rest of their life? Maybe a bunch of students think they know all there is to know about life & art and…