I would actually recommend NOT doing that. Just learn the MODO way of doing things - that's what the program is best at and trying to bend it so it feels like another app that you're already familiar with is going to lead to lots of little things that aren't the same and make you wonder why you bothered switching in the…
Hello polycounters! So, you guys seem to be the best of the best when it comes to this stuff so I'm here to try and learn the ropes and get better at the one thing I wanted to do 3d for in the first place. I had an aborted attempt at the second Dominance War and I've done one other game model since, but this is my first go…
Are you hosting the sites on your own broadband or something? They are abysmally slow to load. Sometimes they don't even resolve for a whole minute, but generally they take about 5, even 10 seconds according to http://tools.pingdom.com/fpt. Here's something for a friends birthday(mind you, still kinda rough)…
When it gets really low-poly, you don't have to worry so much about loops. The eyes for example are probably pure texture, so they don't need the definition/isolation loops would provide. Same for the mouth, at best there might be a basic mouth-opening animation, but probably not advanced enough to show different phonemes…
I know how you can create falloff materials in UDk for use as a dynamic snow or moss shader. I would like to give the snow or moss some volume though by using tessellation, but my tests haven't been very successful. A Polycount member posted the following example for icicles (which is essentially the same. I would like to…
Hey guys, I'm building this level, but can't find a way to do what my mind wants to do with the scene. Got any ideas? Assets are placeholders. I tried adding a Glow component to some cells, but I can only get that glow to b spherical, and I think that causes problems and turns into hard edges where it collides with the…
I didn't "spaz" since you're not doing a human, I "spazzed" because you posted that god-awful "reference" drawing with the model. What the hell was the point of that? To show how bad your current reference is? Just as an interesting side-thought - who do you think was the "first person" to model hands? Did he get some help…
I'm creating dynamic textures for planets. This is working pretty good, however there is one problem. As everybody who already textured a sphere knows: With a normal rectangular texture the sphere shows a large distortion at the poles. In a manual process, the texture could be fixed in photoshop, but this is not possible…