@Tom_Axler The time frame is there to provide that structure that can be useful when simply trying to overcome the choice paralysis of where to start that's so easy to get into. In the end though, reaching the finish line is the most important part and I'm grateful that both you and @LeonDreiling kept at it. Just finishing…
Hi @d1ver Thank you for your feedback. It is very constructive and I really appreciate that you've gone through the extra mile measuring my lighting values and matching it up with really useful examples. I'll definitely take your advise and try to adjust my scene and will keep that in mind for future project as well. In…
Hey iam717. I tried in the beginning. It's a tough sell to bring anyone experienced onboard. I have $0 to spend on salariesNo publisherNo history of ever launching my own game solo If someone came to me with this pitch I would say "NO THANKS". The game is almost done, by the time it's released it would mean I have spent 2…
Hi all, I’m an Art Department Director at a game studio, and we’re specifically looking for a very fast character rigger to help us evaluate and improve our rigging pipeline. Speed is the primary focus here. We’re looking for someone who can turn around solid, game-ready rigs quickly and consistently. Phase 1 (Paid Test…
New banner added, congrats @Frozishe ! Also, belatedly gave each artist a "Banner" badge... sorry for the delay, totally forgot to do this. You can check all the badges here
I'm sorry for this misunderstanding, I'm not accusing you of anything :D I just naturally assumed that "hold to select multiple objects" means a selection rectangle... like... in literally every other piece of software on planet earth.
I'm coming back to the US after more than a decade abroad, would like to work in a walkable/bikeable city on the west coast. I'll be available in a couple months. I will partake of the free office coffee and you guys can hear me swear whenever Zbrush crashes, it'll be great fun. I do a lot of scifi and fantasy stuff. I've…
Here is a workflow which will be sufficient for your needs and much simpler: 1 - model out the major shape without holes in it, as a sub-d cage. <32 vertices should suffice. 2 - model out cylinders for the holes. 8 - boolean the subdivided meshes, possibly with a chamfer along the boolean seam. Mesh feedback: Manually…