If nothing comes up between now and TI maybe we can talk to Valve at TI for you and see what their thoughts are? It'd give you a break to recharge and rethink things as well. If things do come together eventually and you need help with development hit me up. I'll try to contribute if I have the time. Assuming everything…
What? You want to actually find something on The Area? ;) Aw, shucks, its nice to hear you liked them vids and tutes, n' stuff. I have had stacks of new creature workshop stuff captured for some time now, but have been busy doing some creature designs for a film- waaaay more fun than editing hours of me gabbing on! In the…
Hasn't E3 for the last few years been on a steady decline into the crapper? Or was that just bigger retail guys bitching up a storm because they got the boot? But I hear its just not that, everything has been in decline, everything from swag and parties to booths and babes. Personally I'd rather go to CDG or half a dozen…
spent some time playing with 3D coat alpha 3 today. It doesnt work as well on my home pc but it was still workable. Made some kind of wierd creature with a hollowish chest. volumetric sculpt from just one sphere
By no means is it derailing, Funky Bunnies! This is exactly the sort of stuff I'm interested in, so if you get that script finished to a workable level, that'll be awesome Looks like a good start already, that's exactly how Max does it.
Ha ha - thanks for the comments. I know it's a bit out there - so much fun tho. I did try to keep the engineering aspect reasonably workable, that beast would probably have some serious performance issues tho. :) Thanks again!
QFT My methods are very similar to Marcan's. I spend a good chuck of time just collecting reference. I don't break it down as much though. Block it out, both models and basic textures, then start refining those into something workable.
Looks cool for sure although the platform requirements would worry me a bit (e.g. no Mac version at all?). But for retopo or generally working on top of a 'live' surface the shrinkwrap modifier in combination with vertex groups and standard modelling tools is a very workable solution IMO.
How about opengameart.org? Many indie developers go there seeking artwork to use in their games. Here's an example of a user page: http://opengameart.org/users/kenney Perhaps not a great place to use as a portfolio to show potential employers, but it seems workable for sharing collections of artwork.
8mill seems to be butter smooth, 32 mill seems to run about as well as mudbox1 with 2-4 mill on this system(workable but not smooth). Quad core 6600, 8 gigs of ram, xp 64 and 8800 GT. Seems pretty awesome so far.