I'm the one who learned Max and now learning Maya for my job too~ Maybe I can help you something, my job is focus the modeling path~ So I only tell about the different between modeling path and some basics~ And I'm using 3dsMax 2011 & Maya 2008 to telling the difference~ So maybe some of my advices are already outdated due…
Hi there, I did some progress about the environment this last week. I decided to reproduce the Bugatti castle, next to the factory. Firstly, I choosed this environment because Bugatti cars are commonly taken in picture in front of the "chateau Saint-jean". Secondly, it exist good quality pictures of this castle, and it…
Thanks. Here I have a WIP on the hand. One major issue I have is going from the circular shape of the armor at the edge of the forearm, to the hand. A human hand is much more flat so looking at manga/anime refs is giving me a challenge here in translation over the two medias. I need to transition from a fatty circular…
Sasuki: If you plan on viewing your model with 3ps Shader, you will need to rebake in max. Loading your normal map from maya will give you the same problems as baking in maya and viewing in marmoset(again different tangent biases being used in each app will cause issues). If you rebake in max and still have problems with…
Nice progress across the last couple of pages everyone. :) independ-hans: Most concept artists don't draw out vanishing points or grids when making character concepts. Often times, it's just forced perspective. Which looks passable to most and gets the point across, while not necessarily holding up to the scrutiny of…
figured I might as well chime in since I made it hehe, thank you for the feedback! so as a note, the goal was never for that to be seen in game as-is. the idea is that the strands are there to help influence how the light hits it with help of the normal map so it wasn't just completely flat visually. The cuts/detail are…
What I use the most: Space [hold] - menus , quick tap toggles between quad view and one view (where your mouse cursor is determines what view is maxed) Ctrl Space - It's like hitting tab in photoshop, just hides the channel box etc Right Click - Brings up a menu for edge / vert / blah selection Ctrl Right click - Lets you…
Nice work. The feet look fine, but the fingers on the hands don't look long enough to me - then again everyone has different size hands so... Mind you, the thumb is VERY thin in the front view. The back of the lower leg, the calf looks a bit oddly shaped in the back view - like it's too flattened. I would definitely take a…
Great stuff again, but for some reason I prefer the newer ones (the original topic pics) - IMHO the likenesses are more consistent in those. The John Cleese one here, I don't think the area around his eyes is dark enough, or has enough wrinkles, and his face looks slightly the wrong shape in the front view. Looks fine in…
First sketches: More detailed concept: Applying the concept on a UV body sheet: Photoshop progress so far: (these are just contrast colors not the final ones) Star creation: And the tail: Here is a in-game workbench screenshot: Creating the "plasma": Giving some reflection to the plasma, and reworking it a little bit -…