Awesome, thanks for the words Justo! 1- The secondary Chamfer, much like nGon solver, is not the 'use-all-the-time' solution too for me, but when I need it it's there. Normally for an object that has a large surface area and detail surface area on the same mesh it kinda help unified the Chamfer width without needed to…
Hello fellow Polycounters :) , for my first asset (FPS) through a 3D Studio Max -> Zbrush -> Mari pipeline I will be starting on the classic Urukai Sword and hopefully successfully from there continue onto more Here's something I'm fairly worried about it was either an awkward vertex or 2 triangles, regardless I will…
You aren't going to get anywhere near how max handles chamfers and proceedurally control of it etc. But yes bevel is how it's done in Maya. smoothing groups in max is a good way to handle making the selections, imo hard edges are often as well in Maya. some just set them manually or with a combo of by angle. And once you…
About I'm from Austria and I work as lead technical artist at Virtuos games in Shanghai, which is China's biggest outsourcer for game art with clients like Activision, Sony, EA, etc. Early years I have to say I've been the nerd kid who drew comics in school and handed out copies to other classmates. In classes I often…
Gonna try my hand on the hard surface environment! Made a quick mock up in blender to get a feel for scale and lighting. Having a hard time getting the perspective and the camera positioning but ill worry about that in UE5. Now off to start working on the props!
So I did a quick paint over and here is my feedback. Currently your textures are extremely muddy, a good way to fix that is by creating a good color gradient before starting to paint in details. Create a good range of value before diving in! The color/value should blend based on the light source and pooling of shadows.…
I have been playing around with 2.5 a little more recently and its pretty nice so far :) As Arcanox said, the modelling tools are a little clunky but i expect some huge improvements once BMesh is done. Personally i think that is one area that should be worked on more, by multiple devs as the current project seems to be…
a multitude of reasons are possible here - strict clauses in contracts on client side forbidding it - cooperations on even higher up level than client side forbidding it - marketing might want a word in each and every bit of official info out there, complicating it all - outsourcers not negotiating in favor of "their"…
I really do like the colors and the shading on this one, and the design is solid as well. However, the posing and expression of the character bring all the good work on the lines and shading down a lot. First, the pose is hard to read - it's hard to understand what it represents. The outstretched gun-hand makes it look…
Grades and hard work don't always go hand in hand - and what does a recruiter need a piece of paper for to see how hard you work when he can look at your models? I worked in a law profession previously, so no portfolios to look at, and yet even there no one I know was ever asked about their grades at law school. Grades are…