[ QUOTE ] Why don't 3d programs have a universal UI? [/ QUOTE ] What do you think they're selling? =P Wouldn't work anyway. See the "hidden maya features" thread and imagine that ninety five percent of a program was "hidden" because there's no place in your .uui file for those features . The fact is that Max and Maya do…
It is worth noting that GameFly is not directly affliliated with any major game publishing entity. They just rent games, and their selection of titles is broad and varied. Although the whole "independent" angle is now null and void, I don't really see this as biasing Shacknews outright. Sure, there will probably be copious…
Nice progress :+1: I think still have this guy's tute sitting in a HDD someplace (when this app was free) and your project has indeed served to have another crack at parametric modeling - near future: https://www.artstation.com/marketplace/p/5VNzN/alternative-hard-surface-game-ready-production Edit: Maybe Blender bridge…
@sacboi Thanks a lot! This information is really enlightening and I actually have a bit better idea how to go about organizing my practice now with that reference! I'll probably start trying to copy old master's work for practice and maybe I'll learn something from their sketches and other works that I never noticed before…
Alright, just tried it - it's actually even more useful than I expected ! Now of course the excitement of trying such a fresh new tool might be making me a little biased, but so far I really like how the horizontal and vertical lines force me to check the correct alignement of features at all times. "Taking a step back"…
- yea, this about where I am. Making is more fun - the puzzles and challenges I can make for myself are far more stimulating. These days, when i start playing a game, within 30 minutes I quit to work on something. I totally agree - one has to be aware of medium/media they're working in. Personally, I find reading to be…
If you're looking to create some nice renders of real-time assets for your portfolio, Unity and Unreal are overkill. Marmoset Toolbag is generally the go-to for game artists. If you browse ArtStation, you'll see that a lot of people render their game art in Toolbag. I work for Marmoset though, so I may be a little biased.…
Gav: really? you think I come across as "hot shit"? Since when? If you think my blog post is biased that's fine, but I don't agree. Again, for the last time, I didn't say I picked the school because they had lower entry requirements. Now it sounds like you're just projecting. For all I know I could've been accepted to a…
It's really hard to do correctly. I used to work with a programmer that really wanted displacement maps instead of normal maps, so he could convert them into normals himself. The gradient for a dome has to be biased/weighted in just the right way to get that nice spherical curvature when it's converted into a normal map.…
Here we have Pillar 1, with base colors and AO only. Spec and Normal included. The metal dressings are untextured as of yet. Here is Pillar 1 and Pillar 2, to scale. Both are base diffuse textures with AO only. Spec and Normal included. Here we have my water plane with a bunchof cool features like real-time reflections,…