Why are all sci-fi corridors shaped like octagons? http://www.google.com/images?rlz=1C1_____enUS378US378&q=scifi%20corridor&um=1&ie=UTF-8&source=og&sa=N&hl=en&tab=wi&biw=1680&bih=933
The advantage of taking your model from Max into ZBrush is ZB connects all your verts upon import and you can dynamesh the model (use Dynamesh Master you can download it) and use polish on the pieces. Dynamesh master even respects polygroups so can specifically select psrts to polish collectively or separately. This gives…
Now days you can get Laptops with desktop grade GPUs which is really neat and new; so for modelling specifically, you'll want to be looking at a laptop with an nvidia GTX1060 or even higher if you're want. Go for a laptop which will last. Personally, I have the last gen Alienware which has an i7 processor, 16GB Ram and a…
Wowwww... this game (and the video you just posted of the side-scrolling shooter) is amazing. I've always wanted to make something like this, and have been making a first-person mystery/puzzle game on my own in UE4. I noticed you had a posting on freelance work, but I don't think I'm skilled enough. I've studied and built…
I'd do another pass on his main node there's a lot of sticking and stopping, before he lunges forward massively like that have him antic back a little to sell the weight. That's what's missing a bit that feel of weight and it's really hard to get right. I like the poses but initially I think he is covering too much screen…
Yeah i was where you are now a year and a half ago so i understand. Unless ya are adding this to a game engine i would say the terrain and house be fine at 1024 and everything else at 512. I would definitely have every object have its own UV. here are a few links for ya, and a real terrain tutorial for ya if ya have the…
If there is a spec map, it's not really showing, everything just looks very diffuse + I find that using a spec map without a gloss map is not the best idea, given how important gloss is together with a spec map unless you are given that you can't use one due to constraints ofcourse) And that we are now moving to pbr where…
The JPGs help a lot, thank you for this! These are great. Love the details you've worked into each character, you've really thought about things and it shows. I think one thing that would really help your character concepting skills improve would be to study proportions more. I'm remembering a recent project from another…
have a look at creative crash, to my knowledge Python is fairly used for rigging in Maya. It took over Mel scripting years ago. http://polycount.com/discussion/166856/www.creativecrash.com