Tried it quickly before heading out for work, didn't do much. Thanks anyways. I hope it's nothing to do with me importing the mesh from Max, it was easier to get an even mesh from Max rather than to create one from scratch in Zbrush.
Yes, this was a change we put into one of the recent versions, to make it easier to place spot lights. Lights are created from the point of your camera now, so you can quickly rotate around your model to add key lights, rim lights, etc.
lol, well, it takes NBC that long because they delay it for prime time. I'd like to see them implement something to stream extremely hi-res images quickly. Right now, it's a 14 minute communication delay. It still takes a while to get those images.
i voted for the xp pen 16 because i have a 15.6 and it works perfectly fine in all software. i was considering a large 22 inch but after receiving it i quickly realized that would have just been way too big for my needs.
Google? Seriously though, yes, there are 'recommended guidelines' for architectural dimensions. Obviously door/window heights would vary slightly depending on installation but most tables/countertops/desks will have a recommended size for comfortable use. Google should get you these dimensions very quickly.
@christopheduron i started to paint in blender for the the handle, but i got back to photoshop quickly because my UVs are flat anyway, plus i had the curvature map from the sculpt to help me, so it wasn't hard to paint without the 3d model for this one
Yeah, big thanks. Also people who found this helpful will love the script that Bryan Carvett made. It works just like modo's alight to element. It allows you to quickly align the pivot to any edge. Fantastic for hard modelling. http://bryancavett.com/maxscripts/actionCenters.ms
I love the Blizzard games but the tickets always sell very, very quickly. If I knew there was a recruiting section at Blizzcon I would probably have been picking the internet apart to find a spare ticket! Maybe I'll try and head out there next year :)
Oh yeah, painting over blockouts is done all over the place. It's really good for level design concepts, and a lot of great concept artists use this technique to quickly get an environment together without having to spend ages sketching perfect perspective grids and lines.
I use segmented meshes all the time when building enviornments. This is mainly so that I have the ability to instance geometry, or quickly add things here or there. Our characters also have some segmented elements. Watches, ties, etc, are seperated out, for swapping.