In my opinion Its hard to justify the cost of Mari for this particular line of work. I can see a studio picking up the tab if they absolutely need it, but on its own (for individual users) its hard to justify. If only there was a cheaper version for our line of work.... Modo is totally worth it though. There is just way…
It should be fine if you use modifiers from the program you use, something like symmetry or mirror functions, and merge the vertices that overlap. That way you have a mirrored texture but no shading problems. At least it works for me usually. That straight shading line you get there is quite logical as 2 objects have…
check out a script called morphix for reordering: http://www.scriptspot.com/3ds-max/scripts/morphix as long as you still have a version of the mesh with the original vertex order, it can copy that over to the mesh with the mangled one. i don't think there's a manual way in max. btw. if you have access to maya you might…
I think they have really improved in the last 3 years, prior to that I thought they were tutorials that produced ugly functional artwork. To answer the question, if you are a beginner, yes do tutorials fully, if you are any better then take the concepts and apply them to your own projects. Try and make sure you understand…
http://en.wikipedia.org/wiki/Big_Rigs:_Over_the_Road_Racing "Big Rigs: Over the Road Racing received unanimously negative reviews; much of the criticism for the game was directed at a lack of collision detection, frequent bugs, poor visuals, and severe lack of functionality. As a result, the game is now widely regarded as…
You will need to export a heightmap, and then hook that up with the BumpOffset as you said (that is a much cheaper parallax implementation) or with the parallax occlusion mapping material function. That will give you parallax uvs that you just need to plug into your other texture's uvs. There are many detailed explanations…
Heh.. death and explosions probably if something big got into the turbine. This project earned the colloquial title of the pain train in my class. Mostly for the pain I set myself up for in sheer number of parts to model and unwrap and stuff, but also because it was pretty much agreed it would be a death trap in reality.…
I think you're trying too hard with all the surfaces. You're clearly trying to make it 'not boring and standard' - and in that regard you're successful. But the shapes are overly busy, kind of clash with eachother, are not functional, and do not give off the mood of a laboratory. The grand foyer of a lab maybe, but not one…
eheh yush... that's why the sdk sux* and developers have difficulties to implement new functionalities... ( ie. enzo3D... ) I've posted some note on the developer's blog you've given... :) The must have for me ( and for ages ), is : - large color picker but still open... ( even if it's CURRENT ONE !!... but it seems they…
I'm not a fan of fantasy proportions, but I think you achieved what you wanted to. But even if you were going for a typical fantasy sword, I would still suggest to increase the pommel size to add a little bit of realism and functionality. Here is an example of kit rae, he's doing typical fantasy sword designs:…