I'm working on a game character for a personal project. I decided that the art style should be simplistic so that I can dish out models somewhat quickly. However, I feel like there is something off with this guy's design and was hoping you guys could help me out. Everything was done in Blender. For reference, here's…
Posted this on Autodesk forums and received no response, so here goes: When orbiting my model the centre of the orbit changes off centre even when I have edges/verts etc selected. This makes modelling extremely frustrating and impossible to do quickly. What can I do to make the viewport consistently orbit around my…
During my job hunt I got the feedback that I should have more environment art in my portfolio, so I put this together quickly over the weekend. It served not only as a quick lil portfolio piece but also as a good practice for modular design and speed modeling. Everything was done with 19 modular pieces, using a single set…
Quick Friday Update I took some of Friday night to quickly rig and pose the cat, and to start on the much-dreaded UI! I also changed up the lighting a little more. Today I plan on improving the pose, getting rid of some of the ugly placeholder textures and making the feature morphs more easily customizable!
Here is a quick image showing the the comparison between face weighted normals and and regular smoothed normals (Although it should probably be called something like planar weighted normals?) I will say that doing this can sometimes require manual tweaking and isn't worth it if you are trying to get things through the…
Multi sub materials work fine for this in most cases. I use them all the time. You can assign IDs using a modifier (which can be instanced) as well as per face. I do that a lot because it means you can make large sweeping changes to material assignments your scene very quickly.
I disagree. It depends on what you define as education. Going to a specialized class that is maybe $1000 for a few months that covers ONLY what you want to study can be a great opportunity. The professor is usually knowledgeable on the subject, and the personal, 1 on 1 critique is a great way to improve quickly IF you…
Very cool - goes to show that "stylized" does not mean "non photorealistic" (as Pixar demonstrated time and time again). Many of the shots looked stunning ... and ironically enough the briefly shown cartoony environment was kind of awful :) With the attention that this will bring I hope the guy will quickly remove the…
I'm a big fan of noodly little scripts like this - they save me clicks and they're great practice for when you want to make bigger tools. the polyop stuff is unusually consistent and well organised for maxscript so you'll probably find you can build yourself a bunch of useful mesh manipulating buttons quite quickly
Assuming swordslayer does the same thing I do in my single modifier version of this he's at the mercy of what max does when you extrude faces as part of edit poly. Fixing UVs on extruded faces is a whole other project and given that this is intended to be a tool for quickly bevelling shit geometry it seems a little outside…