Genuine question: what specifically is faster with Modo? Can you give examples? I come from a Maya background so that's what I'm comfortable with, but I'm always interested in cutting costs where I can. With Maya, I've found that if another program has a feature I want, Maya can probably do it too if you know the software…
hey guys, its me again. Over this xmas break i got a chance to sit down and try things out. I still cannot bake the normal maps as easy as i do in max. Are there any examples some where? I watched some digital tutor training, they were kinda useful. Yet they left me hanging as they combined their high poly into one object…
Have you considered partnering with an artist, with them doing the textures? It sounds like you don't really want to learn how to make textures (although maybe I'm misunderstanding you). If that isn't an option, I don't think there is a 'standard' way to do what you want. I would suggest experimenting with various things…
I agree with everything that Eric said. I would also like to add that the reference you are going off of, are not forges at best they are "greeble" inspiration but they are electrical and mechanical things with dainty circuits and beauty paneling, that aren't really built to withstand the intense heat and weight of molten…
@MattyWS, I'm starting to love Marmoset. I've been very late to adopt, and while it may not be perfect, I'm finding that it's very flexible and fast. I love it. As far as reference goes... I guess I'm just used to riffing off the reference provided, and doing whatever I think it visually interesting. I'm just having fun…
I do not use SD or DDO for this - after all, authoring a huge set of traditional per-object PBR maps isn't very nice performance wise. But one packed map is alright. So, as I've said, I only use UV2 for one texture on my side - for a packed map containing AO, cavity and curvature. I bake those out in xNormal. Using those…
I'm always leery when people use the words like "powerful" "fully featured" "flexible" "fast" instead of giving examples. That's copy writer fluff that no one care about. Typically that means "narrow in scope" "not easily adaptable to new ideas" and "not going to do what you imagine". If the script worked with Edit Poly…
I decided to re-assess my this pieces' textures ... again :) The original was too plain. The second was too overly chipped and the wear was too "painted on". I have learn much about texturing since then and I believe this is a major improvement. Less chipping, more roughness variation and more based on real examples. I'm…
I'm not sure what your goal is here with these videos? I watched a couple of them out of curiosity and your description seems to be doing a lot of the heavy lifting by telling me who these characters are. They didn't have any story or dialogue (despite the characters mouths opening and closing). The animation reads as…