I'd say ram and processor speed > videocard, in my (limited) experience. I don't imagine you really need much of anything more for maya (I'm running max 8 fine on >1ghz processor and 386 mb of ram, honestly,) but for Mudbox or ZB you want as much ram as possible, always.
I'm not quite sure how a person can look tall when they're by there self with no comparison? A person can be skinny and make them look a tad tall, but a model? People have proportion (8 heads tall, etc), so not quite sure how he looks any taller than usual..
that was quite a show :O. about 8 episodes ago it was really sucky, i watched it with a friend, and each time we where like: WTF! storytwist! now it's all back to just very cool, but i wonder where it's going next. the characters do change quite a bit in a short time though.
www.dadako.com/wordpress can't be bothered to import the past 8 years of blog into it (yes I really am sad enough to have kept an online diary for the past eight years), so it starts from nowish. also not linked on my site anymore, because I don't fancy my clients looking at it.
AZ you are a funny guy. AM is an abbreviation for Animation Mentor, although when I read my post again considering your response it looks like I'm trolling for early birds. Liquid must be a cool place to work, you go in around 12-1 and work until 8-9?
The modo users here at Polycount might be interested to know this. If this is old hat I apologize. Using Instance Mirror to achieve a more powerful workflow for symmetrical modeling... Below is a solution for modeling symmetrically in modo without using Symmetry mode. Using modo's Symmetry options along X,Y, or Z works,…
https://careers.microsoft.com/us/en/job/1035317/Senior-Character-Technical-Artist I've been working at Microsoft for the last 7 or 8 years and it's the best place for technical artists IMO. If you know your stuff and you're personable there's no limit to your success here. Don't be afraid to put yourself out there, either.…
you need less total texture channels to get the same information if you use metallic/roughness - even if you add a specific dielectric reflectance/specular occlusion map you need 10 for spec/gloss you need 8 for standard metal/rough or 9 if you add a specular reflectance map
Just a quick detour from the sketchbook to post these 8 paintings before 2 of them disappear into a flat file for eternity: A submission for an Imagining Bloodborne 2 competition, did not make honorable mentions, but the competition was incredibly healthy and the winners were outstanding. Thankfully 6 sold, so it was time…
!!! Completed !!! Been working on this for a while now and is about time to get some feedback as it gets nearer to the end of the sculpting phase. Just got done doing most of the hair with the next challenge being the trim on the cape and the mouth that has been redone about 8 times now, lol. The latest attempt was pretty…