I can't find any online except modular workflows. I kind of want to do a half life 2 hammer editor with a focus on snapping kind of workflow but in 3ds max. I want to make closed levels like 90s FPS's, not open world, I have not really seen any level design courses/tutorials for 3ds max. Anyone know of any good courses or…
I realized I didn't have a progress thread here for the Allegorithmic contest A Road Trip in 2016 My actual progress thread is here. I will be finishing this piece in the last 2 days, there is already some progress and didn't have much time to work on it but it is what it is! I wanted to focus on Modularity for the meshes…
Hi, just having some wierd issues here on Poly count. Wondering if anyone has faced same issue. First off is Kevin Johnstones's Thread of Modularity which is not accessible anymore from polywiki. It say you are forbidden. Other issue is on the thread "What are you working on 2011 edition" the moment i click on it it ask…
Hello guys and girls! For my university course for this milestone I had to model the scene of this concept art: ( https://www.artstation.com/artwork/bB13o ) Here are my low poly models: The process for the low poly model was like this: Modeling the high poly model, then the low poly, making the cage, importing them into…
Hi! I've spent a lot of time creating levels in my game and i've noticed that building levels in an organic way requires a lot of repeated actions that could easily be replaced by a custom tool.. so i made one! Here is a video that sums up the main features: https://www.youtube.com/watch?v=PISribn5-y4 It's mainly aimed at…
It's both more simple and more complicated than it seems. In short : • You basically never want "skin under the clothes" • This usually leads to relying on modular models, following very carefully placed edge loops on the base bodies - either having skin and clothes as part of the assets as mentioned above, or keeping them…
So first I started by modeling the walls as modular pieces, these are pretty simple. At first the shapes I did were "too straight", so I decided to add a bit more geometry and skew some verts here and there, to make it more "human" and less CG. This is a subtle effect, but I think it really has paid off for now: (sorry for…
"i've noticed alot of game/vfx body models are made of separate meshes" Please post actual images of these examples, otherwise the answers you will get will be pure conjecture. There are hundreds of possible scenarios here. And no, there is no indepth tutorial or document on this subject ... because this isn't one subject,…
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You have classes with other students through CGMA, ranging from 10-30 from what I have seen. There's a discord server set up with private channels per classso you can chat, share progress, troubleshoot. You also are able to view every other students feedback videos so theres a lot to pick up from other peoples projects. It…