@Frigus @Neox @aniceto for those helping: (seems like the same topic in an alternative thread, just a heads up but some possibly helpful info for those that care.) https://polycount.com/discussion/238105/3dsmax-something-similar-to-blender-mesh-machine-offset-cut#latest
Hey Polycount! I haven't posted any kind of updates since more than a year ago (which is a little demoralizing haha). But, I'm still slowly working on this thing, and hopefully I'll manage to finish it this year. A few things changed since last time (and are still subject to), but it's still a big work in progress. I'll…
Hello again Polycount, some time ago I made a website to teach about the basics of UV mapping, there is two pages of content about the basics and there is a third page where you can unwrap primtives in your browser with a scoring system. https://uv-game.com/ It also works on mobile but it depends on the capabilities of…
Hello polycount! Since I have not worked in a company that made triple aaa games before, I would like to ask you a question that I am curious about. What is the average time given to a weapon artist at game companies to model a weapon? Anyone have any information? Short question what is the average deadline? Thanks
There was a long running thread here or on blenderartists with that kind of comparison maybe two years ago. From what I recall Max was way ahead for viewing, import/export, editing of high polycount meshes and handling of largest number of objects in scene with Maya lagging well behind in most/all categories. Blender…
right - first scene is mostly good, i like the vertex shader but i'm a sucker for that kind of tech in udk. the sand needs more detail to break it up imo, a few small stones and or plants would be good. the props collection needs some work too imo - the i beam is completely straight? why is there a perfect i beam in the…
Unless you feel like you absolutely need the expensive pass since there's some talk or another that looks amazing and highly relevant to what you do, just get the cheap one. The ability to go and listen to talks is nice, but it's not ultimately the most valuable thing you'll get out of going to GDC if you're looking for a…
I take great umbrage at hand-waving off Doom's aesthetics as accidental or arbitrary. It takes little more than a comparison to Doom 3's murky visuals, a game that was built well into the current myopic forest of art direction, to see the vitality (and legibility) present in Doom by comparison. The Doom screenshot I see…
The main problem with this method, or a similar method someone else posted a while ago(where they take the lowpoly and bevel edges to create the high, but keep the silhouette the same to avoid waviness) is that your edges will always look like jagged lowpoly models. When you get some slight waviness in there, it will at…
No, I am a student. The entire studio is student run. I applied for the role of the modeling lead and got the position based on my resume and portfolio. Who said I am not critiquing them? This is just their online weekly, they have another one during lab time that I run. I will also be posting here every week after their…