I had an idea for a world-renowned master thief character that operates with completely not-master-thief methods. Namely, she uses her enormous weapon to bust down everything between her and her loot. So she's only known as a whirlwind of destruction who's targets happen to have valuable things go missing, rather than an…
As the title says Im wondering what softwares does Weta Digital use? I know they did everything in Maya and ZBrush on The Lord Of The Rings films. But, do they use external tools or in-house tools as well? I know Im not able to make the same stuff as Weta does just because I work with the same tools, if Im able to get it.…
Latest: [Original] Decided to take part in the Quixel #scifiathlon2016 contest. I didn't have a model and have wanted to do a lightsaber for some time. So I figured I would do a dirty / dusty version of Luke's saber from ESB. I am almost finished with the high poly and am leaving a few of the details to do with quixel…
Going to be working on a throne room built in a successful Dwarven Mining complex. Inspired by Lord of the rings/Hobbit and I want lots of stairs because stairs are cool! It should also give me a few areas where substance Designer should excel over other programs and I am looking forward to exploring what it can do! Here…
It depends on the game engine you are using, and the type of game you are working on. 30-64 is the advice from several years ago. These days I would say between 60-128. For Age of Empires Online we used between 16-28 bones per unit, because they were so small. For Orcs Must Die because there were so many enemies on the…
So another quick update,i am still chip away at this environment every free moment i can get and i have vowed to myself to take this environment to the end. So the texture and model of the bridge is finished. Overall happy with the look of it,at least for the time being. Also modeled out the low poly lamp,there are two…
Great job so far man, the materials on the armor and bone stuff are reading really well! There are a couple of things with the anatomy that are bothering me tho. -The rib cage area, I guess thats what its suppose to be (area above the abs in a half circle)... That just looks strange and off to me. I would smooth that out…
Funny thing, I worked out how to make them a thin and long length by chance when trying to make this basic shape but still have the issue that I don't know how to put this into this whole thing into the actual sculpting part of the program, like if I wanted to smooth this then add a face, how would you do that? A is for…
Editable Poly is your friend. Avoid Editable Mesh, which is just legacy code. Within Editable Poly: Cut tool: Is Max's equivalent of Split Polygon. It will snap to neighboring vertices or edges as you use it, or you can cut free-form right in the middle of a polygon with no snapping to edges. Connect tool: Allows you to…
Either way works, I wouldn't shy away from ngons. I rig and skin characters all the time and ngons aren't problematic, in a lot of cases they are ideal. You do need to be mindful of how it will triangulate because that can cause issues but that is really easy to manage. Most of the time I focus on weight painting and don't…