Wow that's a great price. I've been using Modo since... 301? So for 3 different versions now (I've not upgraded to 701 yet). Honestly, given the choice I wouldnt want to model in any other package. Modo does almost everything you'd need for Dota 2 - the modeling workflow and tools are really good and easy to use, the…
@Caticus : sorry for being that guy but I have the feeling you might have a few things mixed up too :) Quote : "The usual workflow artists go through is creating the highpoly and lowpoly model > baking all of the maps on the highpoly > then transfering those highpoly maps onto the lowpoly model." Not at all. The…
I like this model and the style. It reminds me of an 80's sci-fi cartoon that I can't remember the name of. The proportions looks OK overall (I am no character artist and have little experience of anatomy) but I think the neck looks too thick. A more swan-like and linthe shape would seem approriate to me. If you want to…
Somehow that's a funny question, but i guess uv are not that intuitive. Well we need a support for storing the color data, right ? Something like a pixel grid ! What about a 3d grid of pixels ? (aka voxels) 3d textures exist. A 256pixels 3d texture is basically 256 2d textures of 256*256 pixels. 256*256*256 is a lot of…
Yeah Building from the base looks like a good way to begin. It's not necessarily the way to start. If time is your limiting factor then it really isn't possible to give you a fail safe rule because no one can judge what works best for you. All anyone can do is give you guidelines as to what works for them. Would it be…
ZBrush retopology is pretty lacking these days. It really hasn't been touched in a while, so it's mostly just basic grunt work. I'd use it for getting down simpler shapes and basemeshes, but if you have access to other programs (Max/Maya/Softimage/Topogun/whatever), then you'll probably find they offer more convenient…
I don't think too many places really use Modo either. The basic workflow, the methodology, is pretty much the same in all of the modeling apps but with different interfaces. The export options are pretty standard, so you can use your work from one app wherever. If the place you're working for is cool with it, and you…
Minor update time (kinda). Didn't get much of a chance to do any work on this in the last week or so unfortunately, but I was able to put in some time today. Spent a lot of time tweaking the face, mostly around the eyes. I added eyelashes and messed around A LOT with the shape, size and position of the eyelids as well as…
You could probably still buy a slightly older version of photoshop somewhere if you don't currently want CC, been running 5.1 for a few years now and I don't really miss out on anything (other than having a dark skin version of the GUI) Basically everyone should know their way around photoshop when working in a creative…
@creationtwentytwo - I was responding to almighty_gir who if you read his posts he is clearly stating to seperate them out by game industry app, film app and animation app. The whole one super app idea is something that will never happen. For 2 large reasons. 1. Money - Autodesk makes a ton of money on having different…