Fair enough, it wasn't the most popular Max site out there. I guess what I was trying to get across is that consumer confidence in the future of Max isnt really doing so well right now, where on the Modo side it seems to be the exact opposite. Its less of a 3DS problem and more of an autodesk problem though.
Have you tried looking in sites like ConceptArt.org or ConceptartWorld.com, which is more a blog type newsfeed bulletin board than anything else but nevertheless some interesting insights from various artists working in the games industry especially how people might get a foot in the door relevant too the concept art side…
It seems there is a fix for the scale issues that happen when transferring from other apps into ZBrush. Using the 'scale' setting under 'Export' is what did it for me. Contrary to what it says in the sub-menu, this seems to be true for import as well. No brush size problems so far. Can someone confirm this is working on…
Instantly looking at your site my thoughts are that the 2d painting of Jim Brown stood head and shoulders above everything else, it's a really nice piece. Overall I feel the 2d side is the area where you have the most aptitude yet there is only really one finished example of this, I want to see more of this calibur!
also, you could shrink the size of your texture by 1/2 if you just cuz this geometry directly down the middle... the texture is pretty much quartered... with exception to the little square keyhole shaped things on the sides... of course, those would then show up on the top and bottom as well... but you'd be saving a lot of…
Love it! The design is kind of generic but the technical side is well done! The only thing would be the size of the legs, well everything below the waist actually. I would assume that is part of the design (kinda like Team fortress 2) with the wonky or cartoony look of the proportions..... but now im rambling... Anyway,…
Like other people are saying, it's best to start over using the knowledge and experience that you gained on your current model and the feedback here.You will work faster because of it. Even a professional artist would have to spend a serious amount of time to polish/fix that model that you made into a professional looking…
I'm just now starting to tackle learning rigging. When I do an internet search for T pose or A Pose, I see the legs are either posed side by side as you would naturally stand, or further spread apart as if the legs themselves were an A pose. I would think the more natural pose would be better, but if that were the case,…
Hey all! So I finally decided to quit putting it off till later and I registered a domain and created a website for my portfolio! http://www.torquemod.com/ Here's a preview of some of my work: I'd love some feedback on what I'm showing so please, let me know what you think, good or bad!
hi guys, I have to admit I am a bit skeptical about doing it the way described above as it produces a lot of warping. That usually happens when normalizing a trapezoid poly for example to a rectangle. (as can be seen with the checker texture warping above) I`d suggest an alternative approach (both are surely valid for…