@Apple_hardcore Thanks for the advice it sounds logical, I'll try it that way @perna I think you got me wrong on that thread. I'm not expecting to get the ultimate and only way to go through that process of modeling real time cars, but to gather ways peoples are doing it, and takes what I find usefull, wich is imo better…
here's a few things that work for me: don't try to learn anything academically. just set a goal and only learn what you need to solve the problems right in front of you. don't try to learn anything "the hard way". Only learn the hard way as a last resort. Hard way = trial and error. First thing I always do is check and see…
Hi Polycounters! "Zoom on Mouse Cursor Region" -I think Photoshop does this by default, is there a way to enable it in Max? I've been searching Google etc but haven't found anything so far... (would be useful to have as it would mean not having to constantly switch to Pan etc). Thanks!
Hey nice stuff so far. I see you're really trying to push form and material and that's great, but here are a few tips: -With your cloth shadows and composition in general, you need to identify your focal points. It's easiest to do this with lighting and saturation. Your hues are off to a good start, but it's time to do…
Allright, first let me say hi... it's my first post in YEARS and i don't think anyone will remember me. back then i was still very young and never really got any great models. now about a month ago i decided to give it a try again and downloaded blender.. then after experimenting with a few models and coming back here i…
Great start! Nice bold colors. Three suggestions: The orange and blue seem to be fighting each other, I recommend either making the blue lighter or the orange darker by at least 20%. The car itself feels a little cut-off, I think a nice chrome edge all the way around the bottom would help with that, and a gradient that…
More on this guy. Been planing on doing him for a while but never got around to it. Now with Dom War lurking I decided it would be a good time to get some practice. Still a long way to go but I'm happy with it so far.
What does a texture sheet and UVs look like for these assets? Curious how much UV reuse. And what about the bottom? Are these going to be rigged with physics, and thus tumble-able in-game? The bottom could conceivably use lower texel density, or reuse the same texture as the top, etc. Also, are you baking an ambient…
The only way I know of how to make seems are along edges and vertices. But is there a way to create "custom" seams between faces without adding geometry to create ID color maps for texturing purposes? Hopefully the question makes sense. For example, left is the default geometry, right is where I would like to add a seam…
Is anyone aware of any good ones? I listen to a few of the movie biz and comedy ones, but the novelty's wearing off and I need something more informative. So far I'm downloading Game-tech (HL2 development) and IGDA (interview with the God of War team) podcasts.