To tack on to what zachagreg said, there's plenty of good content online for a helluva lot cheaper. Paid: Gianpetro Fabre for texturing. Simon Fuchs for advanced modeling and hard surface in maya and max/ zbrush as well as texturing in painter CGShrimp hard surface modeling in blender Artstation Learning: Joe Seabuhrs…
To elaborate slightly and to give an example. This village I am talking about will feature 10-20 unique buildings with quite a lot of duplications and modularity. However I would like vast variety in elevation to the village, I would also like dedicated paths, stairs, streams running through it and perhaps others that…
Been using your a few of your tools for quite some time now, and love the modularity of the toolbar (adding 3d party scripts to the mix would be a cool feature).. however, the newest version throws me an error everytime i start max (2012): -- Error occurred during fileIn in #C:\Users\snj\AppData\Local\Autodesk\3dsMax\2012…
@Tobbo my workflow depends on which asset is being created. If I know I want to bake detail into it, I start in 3ds max with a low-poly mesh, and then move that into ZBrush or just beef it up in max before baking the high on to the low. A lot of the work I'm showing atm is just 3ds max + Photoshop, though, which I think is…
really good result, just keep at it, theres no magical formula to make your workflow faster, you just have to try things and see what works for you. If you can pre plan all your assets you can work smarter and save time, examples of this: 1. modular assets 2. tileable or reuseable textures 3. decals to add small details so…
The first things that jump out as needing some work; - The windows and door appear to be out-of-proportion with one-another, maybe it's just the orientation of the shot but it looks to me like the windows are either too big or the door's too small. - The corners of your house look a bit odd as there's no indication in the…
Cheers Val' , thats alot to think about, so for the purpose of this scene i think im going to make it common friend/foe... its going to be chaos, so from what i remember of DOW imperial / space marines. The scene is in engine now, nice modularity and some lighting issues, a unique lightmap will be made for the whole scene…
First thing I noticed was the scale, particularly with the windows. You made your bars too thick and the windows themselves too thin. At a distance your ceiling turns in to a mass of brown instead of still seeing those nice window shapes. Also, you didn't notice that every other bar is the break between modular pieces…
@Richard: thanks for the tips and suggestions. we'll take em into serious consideration when doing the jump into animated comics - we might just do 'specials' like that. Thank you for the encouragement, and for the reference link @ all: we currently are moving away from the old style, step by step. it is exam season here…
DX10 is marvellous but overhyped. When DX8 introduced shaders, people still didn't use them. When DX9 introduced HLSL, people still didn't use it. It was a slow process and the FFP has only been out of mainstream use for a few years now. DX10 was not over course not going to revolutionize anything- it allows nothing new…