I've been doodling some dragon designs the last few days in my spare time. Dragon is a strong word if you look the thumbnails below, they are more of a jungle - monkey - birdish types of dragon, and yes, as you expected , the majority of them don't brief fire, sorry if I disappointed you. I don't know why but the jungle…
Thanks for all the insight and detailed posts. I'm very unsure now but I would like to thank Malus for his personal message to me. I started doing 3D Art when I was twelve, jumped to animation just a month ago and that didn't work out for technical reasons. This really suprised me because I wanted to do animation...I just…
We are removing the high poly step from most of our workflow here at Cold Iron, only using it when it is necessary. Caveats include but are not limited to: 1. Must use custom normals. Maya does this by default now to an ok degree. We have custom tools for workflow purposes. 2. Must eat the cost of using extra Verts/Tris.…
The trash can polycount isn't really high persay, but the way it is used is absolutely awful. You've got a blocky, jagged 12 sided cylinder, and then like 7 loops added in that are contributing basically nothing, small ridges that would be best represented by the normal map. So you're modeling super fine detail, but…
I'm getting the same error. The listener doesn't look helpful, it's just " >> MAXScript Rollout Handler Exception: -- Unable to convert: undefined to type: Integer << " Max 2012 64bit, Windows 7. What's odd is that only some objects trigger the error. I haven't been able to get a teapot to error out, and it only happens…
*high fives* You beat me to making a thread like this! - This september i was invited to teach 3D at university level as a guest lecturer for the first/second years! So this is pretty darn similar to what i wanted to ask! I'll be using 3ds Max 2010/2011 & UDK on industry standard rigs but most of the class with have little…
It's better than my first character, but if you want a head start it's best to focus on anatomy first. Spend your time learning anatomy; dedicate a lot of time to drawing and sculpting it from reference (life modelling photos are easy to find on Google, there's also plenty of books for drawing human anatomy, as well as…
These are some good replies. thanks very much. @AimBiz: Really helpful stuff! Since I'm not working on one layer, I can't really see the whole thing until much further in the process, and something I'm rendering out now might be underneath moss or something by the end, which is pretty useless. I'll definitely do more…
Interesting. I might have to install blender and maybe Max/Maya trials (they're a thing, right?) and see how they feel. Again I've no reference but in general use modo's UI doesn't feel sluggish - the only things I'd call sluggish are expensive operations on large amounts of geo, especially snapping to dense geometry.…
Alot of the documentation from valve can seem a little advanced that's because it is but first things first here is my basic workflow 1. find a hero i wana work on from here 2. load all the meshes and materials into (maya for me) 3d program 3. take screen dump and import that into photoshop 4. blast ideas out,…