Very similar to 1.42 for the modeling side of things, which very good IMO. I moved to Silo 1.42 from Max and it improved my workflow alot. Very easy to customize, nearly any command can be bound to nearly any key. Mouse is very customizable, with 5 button support in 2.0. Some really great time-savers such as "Tweak" which…
I think it's really helpful to start thinking in terms of the texture size that you are trying to use. One trick that I use when starting to layout UVs for an object is to first establish if it needs a square (256x256) or rectangle(256x512) texture. To do this I usually just have a look at the objects bounding box. If the…
I had pretty low hopes for this game, but a number of people at work convinced me it was worth buying. I'm only at the end of the second chapter but so far I'm pretty disappointed. Everyone talked about how scary the game is but it's not scary, it's just semi-stressful. All of the grates/vents/fans that the monsters come…
Long time, no update. Art creation hit the skids last fall with the sudden advent of a huge increase in my daily workload when half our team at my day job was layed off. When I did get back into doing some more art on my own time, I ended taking a hard left turn when I was offered the opportunity contract work on two…
You should apply a turbo smooth modifier to the mesh and put new screenshots of the mesh up (no wires). Also try using a shader that has a high specular level so you can see the modeling and details more easily. You can find that under your material properties in max under Specular highlights. Just crank the spec level up,…
(Full disclosure: I'm an ardent Modo fanboy and have been using it since 201.) In a word, yes. Caveats to follow. Modo gives an absurd amount of control and ease of use where subD modeling and retopology are concerned. In addition, there are tons of freely available scripts and plugins that extend and build upon Modo's…
It's not that I don't understand the math, I can write this stuff up in MEL pretty easily. I just don't know the syntax, and that takes time to learn. I wrote a script this morning that snaps an object to the nearest grid point and it took me quite awhile to do because I kept getting a syntax error that turned out to be a…
right - first scene is mostly good, i like the vertex shader but i'm a sucker for that kind of tech in udk. the sand needs more detail to break it up imo, a few small stones and or plants would be good. the props collection needs some work too imo - the i beam is completely straight? why is there a perfect i beam in the…
[ QUOTE ] [ QUOTE ] holy crap that is much more impressive then the yahoo link of "look what these rednecks are doing BOOM! slow-MO!". [/ QUOTE ] Are they rednecks because they're not test firing giant cannons in populated urban areas and are instead surrounded by trees? [/ QUOTE ]You might be a redneck when your work and…
Deathstick: Thanks, I've messed around with projection in mudbox before. I went through Magdelina Dalena's Napolean tutorial and she used a similar approach just using zbrush instead. Looked great, really quick.. just didn't have a 3dsk subscription so couldn't try it out myself. I'll google a faces somewhere though and…