Well, first thing which comes to my mind is Maya's paint weight. I mean, compare it to Blender for example where is literally 10 min job to paint weight whole mesh, while in Maya is so confusing and major of all is that there's not "subtract" option, instead you have to move from bone to bone and drive your self crazy.…
Well best I can explain this is through an example... Say for example I wanted my caveman to run/walk/jump. Instead of sitting down and drawing out the individual frames that make those motions work Id rather rig and animate a mesh to do them. Then batch render out each action on a side on orthographic view. Then I could…
Oh definitely. That one of herman's is an extreme example. It's an impressively complex design and the man is an absolute beast at linework. Having watched him draw in person many times, it's quite honestly intimidating. That being said i don't know many people that could render to the level pf piors example very fast.…
In your first example, the map generated by nDo is incorrect and the one generated by SD is actually the correct interpretation of the height map. A linear slope is represented on a normal map by a color, not by a gradient. The gradient generated by nDo would mean that the tiles would be curved instead of being just flat…
Not looking at refs is hampering your own efforts to achieving believability. As @Meloncov says, even in fantasy things are based on our percieved reality, otherwise they couldn't really exist at all, because you can't really imagine something that isn't referenced in your brain to something else. :) A good example is the…
Mop what you are looking to make is a toggle behavior. I noticed in the past you had messed around with maxscript. The only idea I can think of is see if you can for example set the default axis to x if crtl is pressed then the axis is y if alt is pressed then the axis is z else set default axis to x I don't know how to…
very nice traden! :D You did a great job completing the mesh, now comes the part i warned you about. Optimizations. I'd say try and get rid of the bevels/extrusions on the boots and gloves. Only keep the ones that enhance the silhouette: the spaulders and maybe the gauntlets. You can fake most of the geo you have with…
Hi there, we’re creating an indie survival horror game called Summerford. In the style of a classic Resident Evil or Silent Hill game, the game is played from a mostly fixed camera perspective as the player explores the world, fights enemies and engages in inventory and environmental puzzles. The game is set in a rural…
Some employers are asking potential employees for online identities at social sites or forums before hiring. The idea supposedly being to rule out any person that they feel will be detrimental. First, I would point out, there is no proof psychologically that there is a direct correlation between how a person acts on and…
One thing important to say is that the game where i make my models don't support bake maps like normal maps, etc, so when you simple AO bake give the most info of your model is better for the texturers who use normally the ambient oclussion bake in multiply mode in their photoshop to take the shadows of the model for…