In current times, the best way to grow a youtube channel is to just find a way to network with other youtubers to piggyback off of their fanbase until you eventually grow your own fanbase. Having watched the growth of several youtubers over several years (people who have gone from 10 views a week to 100,000 views a week) I…
Just echoing what others have said about direction of polycount I enjoy polycount because it has a community where artists actually interact with each other. From my lurker point of view, seeing this interaction is much better than just viewing amazing art on it's own. Amazing art on it's own can be quite isolating, well…
I think there are two things at play here. Obviously knowledge of facial anatomy is crucial - some things need to be really understood/studied/replicated accurately in order to make a convincing sculpted head. Now on top of that, I hate being the guy who "blames the tool" but I personally find it very hard to make a…
[ QUOTE ] [ QUOTE ] [ QUOTE ] the only thing that looks like ass in this is the first person view. you just don't put the gun in the middle of the bloody screen [/ QUOTE ] He looked through the sight so yes it would be in middle of your view... [/ QUOTE ] Yes, but it's in the middle of your view through one eye... so maybe…
Looks really good. The 'x' legs from the front view, although correct (for some people), look better in the second version rino put up above. Also notice the curve he put in the front of the thigh from the side view also. The figure also looks better balanced in the side view. Nice study!
If you are using Direct X (instead of Nitrous) make sure that Anti-Alias wireframe views is turned off. Historically, wireframe and edged face views have been slower for me than just shaded views. I think if you have an Nvidia Quadro or an ATI FirePro, you don't suffer from this issue.
I found this a long time ago http://howtonotsuckatgamedesign.com/2014/02/lets-get-real-concept-art/ It basically says whats on the thread already but adds a bit of things. In 3d guys opinion, what view is more preferred: front/back or 3/4? For orthos views, are side views generally a necessity or a luxury?
Larger scale damage? I think you should make the tweaks in one window that's zoomed in, and have another that's zoomed way out. Tweak in the zoomed in view till stuff becomes noticeable in the zoomed out view. Always keep game distance view in mind while modeling and texturing, and check frequently from that distance.
It's always been called arc rotate view mode, AFAIK (or at least since max5 anyway). Also I'm pretty sure ALT+middlemouse has been rotate view since Max5 too... you should try getting used to that, it's much faster than pressing a button to toggle rotate view mode in my experience.
Yes this is possible. View your public profile and then under the Statistics tab, there are two options available in the Total Posts field. Viewing all the posts you've made or viewing all the threads you've started. It basically brings up links within the same page. I use this feature quite frequently, I hope it helps.…