The courses I am taking are mainly Game art courses. I was a transfer student so most of the gen-ed classes were already met, so I didn't have to spend much time on non game art stuff. I'm currently a senior and next semester will be my last before I graduate. I'd consider the workload average, it depends on the course and…
Tris are considered bad for taking your work into a subdividing sculpting tool like zbrush (although these days it doesn't mind the odd tri). Tris are pretty much essential for efficient poly count on your game mesh. This is why modellers for games create a separate hi poly and low poly mesh and transfer details from one…
That's not entirely correct. You're forgetting the nature of console games. Legally, you can only get those games if you purchase the storage medium they are fixed to. That does degrade. Your point might have been valid if we were allowed to copy, but we are not. Furthermore, cars don't instantly loose any functionality…
If you can model well in lightwave, then the knowledge should transfer. Doesn't hurt to learn blender but I would suggest learning max and/or both maya as your main. Though, as mentioned there are of course other software like modo and silo. Honestly, if you understand modelling principles....it is really a matter of what…
many thanks, vahl. i appreciate your taking the time to try it out. its seems the "culprit" is the unEditor plugin, which for PLE users might be understandable as a limit on model exportability, but not for Complete & Unlimited users using unEditor. it may have something to do with how the geometry is handled -- i know…
I'm not sure why embeded Sketchfab wasn't show up. So, I decided to gif my work in progress instead! So here's the the sculpt for the main character model. I started with 3dCoat as usual, using tool like add/subtract primitives to build up the shape I needed. I really wanted to transfer to Zbrush, but, it's like a second…
My understanding is this was the "original". Some of the posts from former staff in various places also suggest the layoffs are a lot wider than the press release admits, and not too many people got lateral transfers. Kind of like when they shut Flight Sim down and said they were retaining part of the team to continue…
I don't think the results of the edge sharpness is going to be too noticeable in the bake, but the flat-face surfacing should look a lot different. In the sculpt, flat areas are very wavy and clay like, while the re-topo mesh is clean, smooth and more metallic. I think that's the benefit of the re-topo, as that cleanliness…
JordanW: Thank you. Moose taught me about the hidden edges, how to turn them, and all that good stuff! Thanks Moose! :) I'm having another problem when imported it into UE3. The mapping coordinates that I set up in 3ds max are not transferring over. I don't know why, like you see in my first post, I did check off Map…
kaoticvisions: I'll post the wire as soon as the lowpoly is done and normalmapped, now its pretty much just a solid color of wireframe =) the_synj: Good point, I changed the forehead, i'll post it in the next update. Atm I'm working on the lowpoly and transferring maps, haven't done it on a large scale before so if anyone…