Last time I used Maya was 15 year ago , as well XSI . So could compare only MAx and Blender. IMO in key tools important for everyday gamedev pipeline Blender had been ahead of Max during last 10 years already . And all cool new features in MAx during recent years are IMO a try to catch up with Blender. Like Mikkt support,…
Hm, there is some good stuff, are the concepts from you ? The replication in 3d could be better at places however and the presentation needs some work. All your renders are underlit and could do a lot better with better lighting. Try bring in some color in the portfolio so its not too creepy. The first lame giraffe thing…
I personally like UDK and have recently been learning unrealscript (similar to java). When you download UDK you get all of the script that goes into using the Engine as well as the extended UT specific classes (which you can learn from) and some complete UT resources which you can use to test things (don't worry, when you…
Nice! 2 comments though. Maya LT has no poly limit for game artists, and that is a huge deal to me. I know, I have complained loudly about this before... just sad to see the 100K limit is still there, because I feel it is behind the times, especially with Modo now exporting instances and replicators to FBX and Unity and…
Ah yeah, I understand what you mean about the backface selection stuff now, yeah that can get a bit annoying. You should try Lightwave, it's got an awesome feature where it will select verts BEHIND THE CAMERA (verts that aren't even on the screen). I say awesome feature I mean annoying as hell piece of crap However, you…
Before you go any further I would strongly suggest revisiting the cloth components to this, particularly the puffy shoulders and shorts stuff, just doesn't look natural right now. Take a good look at some examples of cloth of this nature, really wish I knew what that sort of finish was actually called. The key issue…
Ahhh good post Adam. I was talking about this type of stuff the other day as we were discussing how we could push our game environments and worlds further and be more like it's real world counter part. Take for example. My apartment. You walk in and it's gorgeous. It looks perfect BUT when you start getting closer and…
I'm not sure if this is just a Painter problem but I have a piece for a film of a character and because it is for film the there are many uv cuts on the face to get better resolution. There are visible seams where the cuts are that you can see when the camera is up close. When I texture it isn't a problem from the diffuse…
Hey guys, so to start, I'm going to post an album of all the materials I used, along with (soon) two finalized in-game videos of my Outworld Devourer horns cosmetic. But first some reference numbers. Mask1 - Red: The glow effect will occur at even 4 points above pure black (for best results use a buffer of 5-9 for…
Hey guys. This is a "next gen" model i've made for class and just recently finished. Its Akiyuki from the anime series Bounen no Xamdou or Xamd of Lost memories. Its Akiyuki in his xamd form. Here's a screen of the character. The base mesh was something that took me quite a while since the character is very stylized. Some…