I've used PolySnow for 3dsmax and it's great. Of course you need a shader to really make it believable, but that's true for any solution. PolySnow: https://www.cgtrader.com/3d-models/scripts-plugins/modelling/polysnow-for-3dsmax?fbclid=IwAR3oba7iv-rvcv8w3p0KfglaA8kmlk7td-GwppIFLYO2pNyWwWRYwAtc_fY The cool thing about it is…
@SSquir33 My first two points might seem a bit brutal but these come from a purely statistical and analytical perspective. There's plenty of GDC talks on what games become successful ln steam as well. A majority of game design students I've seen around the globe, or even locally at universities here never get any success.…
Seems like you accomplished your goal. The result isn't bad for a school project. I do think from a design standpoint, he is rather bland and uninteresting. He looks like a background NPC. Not sure what you planned on using him for.
Hello again! Time to update this! :3 It has already been too long since I last updated this thread, I wish I could make progress on this project a lot faster than I'm able to, but these lightmaps, man... They ruin me... x) Anyways, here's how things are looking like at the moment: I was thinking I'm quite near completion,…
The new 2020 features are pretty dope. But for me proper retopo tools and fixing scale issues would be perfect - my only wishes. I hate fighting with scale, it drives me crazy. The cloth sim is nonsense I think. Why would zbrush need that? It looks like some people think it could be all in one solution, with all fancy…
I would say : Yes, and no, and maybe. Yes, it is totally possible to end up being the "head sculpting guy" on a project because of two reasons : 1 • Full characters take an extremely long time to make, therefore it makes sense to split things up. 2 • Convincing faces (either stylized and realistic) require a pretty…
Hi guys sorry to grab this topic out of the grave but, i would have the exact same question. What is in 2019 the best way to scatter object in Maya ? - nParticle paint tool ? - Xgen ? - Bifrost ? - Mash ? - SP Paint Script ? - I need something as close as possible as UE4 scatterer in terms of feeling - I need something…
Well, I'd say that today the field has already reached a singularity point in that aspect. There will always be games/project breaking the art mold(s), like the very clever stylization choices that were made on Ashen for instance : no facial features + everything based on lowpoly was a genious move. But this kind of ballsy…
Do the minimum required to vet your pipeline. So do ugly, cheap, throw away art that just moves you through the steps, all of the steps. The more detail you add the harder it becomes to change things later so keep them easy to edit and fluid. Pretty comes later. If you're doing a high poly to low poly workflow, bang out…