Thanks for the input guys! I did change a bit of the base but for my version of the model it is not really the base of the crate but of a carrier that floats above the ground for transportation. Keep the crits coming(sorry for the horrid handwriting) !
How much of this workflow do you think is transferrable to a game engine envirnoment? I've seen SpeedTree before, but my intial understanding was that it was good for just generating, well, lots of tree meshes procederually.
no the first one is style-transfer in realtime(ish) - the second is someone making a game that looks like body-cam footage DLSS/DLSS2 do 'AI' super-sampling, DLSS3 adds a temporal dimension to that.
Diablo 2 HD A new Commandos. XCOM-coop camp. Open TTD [transport tycoon] for mobile + a DLC/patch One of the old view GTA's for mobile. WW2 COD and MOH. Gear of war for PC.
I bought a new car laast month.. not really for myself.. I use public transport.. its for the Mrs and the kid 2 ltr diesel does pretty good mileage averages about 40-45MPG
I wouldn't say that Max/Maya are necessary, they are just tools, the knowledge is transferrable, he'll pick it up quickly once he gets to it. Though as said, it does help to have some experience with any of them.
One thing to concider is that living expences can be quite high, and i thought that transportation (trams cards) could be quite expencive compared to Sweden at least.1700 per month sounds pretty ok though.
Been considering doing the NVart competition over at CGSociety. Theme is Future Transport in the style of Syd Mead. Anyhoo... Heres a couple of WIP silhouettes using alchemy and PS. Not very Syd Mead but its a start.
man scoob, can't be dissin on kung fu hustle! or shaolin soccer! but anyway i just saw the trailer for "transporter 2" and i will say "Doom" looks to be about 400 times better than tran 2