"There is a big difference between a mentor and your boss. Very *very* few times are they the same thing." I couldn't possibly agree more with Poops point here. In fact I dont think I'm in closer agreement with Ben on this point than anything that I've ever seen discussed on this board. I have NEVER had a boss who is also…
I've come across a strange issue with elements on meshes..... I was playing around with my own face detach routine as you do :) It all works fine and as expected but it seems max has "pre-cached" the faces that make up each element for the purposes of speeding up subobject element selection so after the detach when you use…
Well I've finally got a functional demo I can show to folks. This is running smoothly on my iPhone 3GS. The vehicle physics seem to be working well, all GUI elements are scaling to non-retina resolution properly, so I'm pretty happy so far. Next up is proper environment art, implementing AI and LODs for AI. [ame="…
I'm not sure if this is an Unreal question, or just a shader question in general. I basically want to fake transparency by showing the reflections from the opposite side of the model. My thought is that a sort of inverted normal would render the inverted reflections captured by the reflection actors. For specific reasons I…
Hey DANAOSC, thanks! Boots are difficult, I think because the foot is a difficult shape. I drew polys on the base form of the figure I sent back to max from ZBrush as a template (decimated) using polydraw. The boots were half the polycount you see below. I used the shell modifier to give the poly planes thickness and then…
I want to learn to make likenesses because triple A 3d artist surely know how to make them easily, so If I want to have the triple A level I surely need that level of skill... Also it strengthen your observation muscle and I also believe it's one of the most difficult thing to do in modeling, so if I am able to do that, a…
@roosterMAP, It could be done the way you say, just click Apply and the changes are applied. It would in fact be much easier to develop the tool that way and avoid the previewing step. However, some times the topology of the object or its rotation makes it very hard for the artist to correctly visualize the alignment, and…
I think a good question to ask then is 'how many people do you need?' Is it necessary to have 100-200 artists on a project? 38 Studios had about 75 Cintiq's, and given all of them were being used it would lead me to believe that there was about that number of artists on the team. Now this is a company that was being…
Nope, the crits on eye socket depth, forehead slope, and the cheeks are all valid in my eyes. They're things I know from drawing, but my lack of skill in 3D means I struggled with laying down the structure I was after. I also appreciate the crits pushing the 3D model towards the concept as that is my goal for this model…
Hey Bram, looks like a fairly good start but you've a long ways to go. I wouldn't mirror the texture of the face, just make use of the unique texture space to make it asymmetrical. You could easily get away with mirroring the eyes, however. Eyes are never pure white and are surprisingly dark. be sure to add a slight shadow…