Hi Maxilator, We always and continually read all applications that come in, no matter if we're specifically looking for someone or not. The simple answer is that we will stop hiring as soon as we have found enough good artists, we will take in new people as we find them and not in one big batch.
Not to belabor this too much but there's a difference between a massage and a MASSAGE. What I mean is, I get a monthly deep tissue/trigger point massage and it really helps me to be able to continue doing what I do. It's not a pleasure cruise - most of the massage is actually pretty painful but it's definitely helpful.
Yeah I tried this on a larger scale and, like most quick tricks, really isn't great. The model has to be split apart a whole bunch (so Max doesn't have a fit) and then with all the smoothing and combining... yeah, the math gets messed. I'll just continue to do it the EQ way!
Hey, thanks for reminding me. Donated! Guys, I had a chance to see Vertex 2 at GDC and it looks fucking fantastic. What Ryan and Emil are doing here completely free of charge is really outstanding. Please consider donating as well so they can continue delivering such awesome content.
Why do people have a problem with this guy? And yet none of you seemed to have a problem with how Rockstar San Diego treated their employees, and even supported them by purchasing their product... which further justified them to continually mistreat their employees? There's nothing in that article I think crossed the line.
I don't have many time to work on this stuff so i'm really slow for updating it, but I'll have some new stuff in one week or so ;) Thanks a lot for all your interest it helps me find motivation to continue working on it. PS : No low poly is scheduled for now.
Not a tutorial, but I'm selling a pack of high poly models that I used to create my Arch Vis Polish Pack #1 that is selling in the Unity and Unreal marketplaces. https://gumroad.com/l/avp1 Includes LXO file and a few flavors of FBX files. Will continue to sell these in the future if this goes well...
If you want to continue to use Maya's duplicate special function for mirroring, then you can just use Normals -> Reverse when you're ready to export to avoid it flipping inside out. You can also check this ahead of time by using Shading -> backface culling inside of your viewport.
The vert on the main trunk seems to have no 'open' areas around it. Weld only works if the resulting geometry can be continuous, so you'll need to delete at least one face/poly/tri around it first. Maybe you were looking for the snap command instead (which is on the tool bar)?
Managed to continue on my project over the weekend: better set dressing, some new materials and a couple of revised props. I'm not completely convinced by everything yet. I'll first add some final decoration props and plants. After that I'll gather some feedback and finish up this one!