My LW is more like a plugin for Maya. If I need crazy control over exact measurements, or a product model I just do it in LW. Or a kick-ass product render and I don't wanna whittle my life away with Maya's renderer. But 99% of the time I am in Maya. Just sucks all these little things LW can't do for the game stuff adds up.…
Theme Hospital was great! My mom, who was a nurse, loved it back in the day. Speaking of Unreal Tournament, I beat it earlier this year again. It was a blast just like back in '99 when I used to spend months playing it on my Pentium II! If I had enough time, I'd definitely replay the following titles: MDK Carmageddon 1…
FULL quote being, "Lighting is not the same but it's close enough for an evaluation of the renders in a basic scene with nothing done to them." RYANB, Edited, just repeating myself. Critique of the renders in the Owlet gallery were substantive, even in the scope that their niche is "packaging" and not game art. Critique of…
in my opinion personal aesthetic above everything artstation/ your name , web feature , still look 99 times better than name/artstation ( hope artstation admin listen to this ) so I link my artstation page instead of artstation portfolio site. portfolio page is rather inferior at the moment :( probably some artist don't…
Taking delivery of one of these next week! 99% of my driving is city stuff and I rarely carry much luggage. Looked at Audi A1, Fiat 500 and Alfa Mito... fell in love with the Mini, so much fun! I'm too old to care about owning a fast car now. Actually that's not true... I still like fast cars, but when our fuel costs £1.39…
@Linko Indeed, I'm very familiar with the Baker in Blender. :) The reason we dilate for ray misses is we dont want holes in the mesh where rays didn't hit. By using dilation Knald fills such holes which 99% of the time is the correct choice for users. Having said that, you can get the exact same result in Knald by…
https://www.artstation.com/andrewhodgson https://www.artstation.com/artwork/AOO4N above links should be able to give you and illustrated idea on both games and vfx/ film industry. One major difference between games and movies is tris vs quads. For games tris,ngons, quad all acceptable since it all gets triangulated in game…
I kinda hate the use of Normal Maps on skin, and cloth. It looks awful when it moves and deforms like rubber, while the wrinkles remain intact. I also hate how hair is crappy in 99% of the games, and notice when developers try to use 8-bit alpha transparencies ANYWAYS, but live with a crappy 1-bit cutout that looks crappy.…
I feel like people have a hard time forgetting how programs "used to be". For instance, everybody saying Maya's modelling tools are less advanced, or that you need scripts for almost everything. Years ago that was probably true; but these days? 99% of the functionality I use comes with Maya right out of the box. I can't…
If you are learning to model, really only take real life references. Most concepts are really poor and only realize that in 2 years where you will say "what was I thinking". And there are much cooler real guns than 99% of fake ones. Its much easier to get a feel for the proportions, people can help you better,you have more…