Honestly, the best answer I can give you is just test all those methods! Some games will have the attack animation starting with the wind up, and the engine just blends from idle to that pose, which makes it appear to be a fast antic. But, other games will animate it all to give it a more realistic look. Each method has…
Yes it is always better to split off your alpha stuff if it is only a small % of the asset that needs alpha, the reason is simple, a 1024x1024 texture with 24 bit(standard) is 1/4 the size of the original texture, and a 1024x1024 32 bit(with alpha) is only 1/2 the size when compressed. So you're doubling the amount of…
For future reference, don't even try to "understand the normal map once and for all" in a Max viewport - it always tends to display inaccurate results. I assume that you'd like to master a normal map workflow for a real-time graphic engines (video games, and so forth) - so pick a one, which suites you best. On the images…
when i feel like i'm not able to do something well, i just do it over and over and over with references, and always analyzing what i did wrong so it can be improve during the nth attempt. Draw 10 things a day, or 1 thing a day, but do it every day for a year. Or pick a month and every day draw 5-10 of those things. I spent…
Hello hmm_rock :) Than you very much for your reply. The water was specially hard to achive! You can find here a screen of the material: As you can see, I have two main groups: Far Waves and Close Waves. Both have the same nodes and the only thing I change is the WavesParameters (Pan node velocity and Texture…
The problem with WW1, is that it had very ineffective leadership at the top. The trench warfare was a lack of any sort of creativity or initiative on the part of the Generals, most of whom had little combat experience, as the last European war had been in the 1870's, 40 years previously. Colonial Officers who had more…
THX PER The cross-apps terminology has always been driving me nuts indeed. I think with your post and the bits of info before i can finally put it all together, and the truth is that... it's everywhere the same, max is just missing a quick tab function for polygon-SubD view... and i guess doesnt allow editing the cage in…
Haven't used mudbox, but from what I hear, it's very easy to pickup, was built to sculpt high res stuff and does it well. Z3, lots of stuff in it (including perspective view now). Possibly better to learn this as it has more features and is harder to get to grips with. I would think a studio looking for people who can…