Thank you for going in detail with this man! Regarding your last question, I don't have anything specific to show atm, but you can bet I'll be sharing some pics with you if a true head-scratcher arrives. Regarding smoothing groups yeah, I also use something of my own (made possible thanks to scripting guru juan martinez)…
Hey bud, good job getting the mesh in Unity. That shows you understand importing and working within scale. However there are a couple things going on that tell me you might be pretty new to 3D art (not meant to be an insult, I just recognize mistakes I've made and hurdles that used to challenge me). I see that you're in…
You could write pages and pages of information on P4 folder structures and naming conventions. Naming conventions on environment modular pieces can get pretty complicated. Moreso than simple props. Props classification is another. a prop isn't just a prop, there are static, dynamic, intractable, hero... ect. all this the…
Hey Funky Bunnies, glad you like our art style. Hope I can answer your question as best as possible :) During the conceptual design stage of Mercury Shift 3D we decided to completely go without using any sort of texture. The reasons for this were practical: That way we can go for a rather unique and unmistakable look while…
Personally I'm all for dedicating a personal project to learning how to work with hard surface models in zbrush. The worse that could happen is that you end the project with more knowledge and experience than when you began. Looking at the last 6 releases of zbrush, I think it's pretty evident that the program is now…
portfolio is getting there, here are my thoughts on what I think could be improved boat: utilize some overlapping UVs in your texture. the sides of the boat could be the same, the interior side walls could be the same. the top wooden trim could from one side could be mirrored over. barrel: you can optimize the polycount on…
Yeah bluring the line between asset creation and game design is the most important step now as far as art goes. id has done a good job starting that on the engines end but that is still very basic and needs much more refinement. Heres an example of a good workflow that could drastically increase the visual quality of a…
Hi Monk! I don't know if this fits with your description of a stack : what I meant is not only the "stackable" nature of the modifiers, but also and more importantly the non-linear, "browsable" aspect of their connections. I mean, I really love and rely a lot on Max's ability to let me go back the very lower layer of a…
I'm glad that you guys like my shaders. I've written a few more that I haven't added to my web site yet, but I did post them on CGTalk in this thread: http://www.cgtalk.com/showthread.php?t=244102 MoP: My normal map shader handles the mirror issue better than Max's but it's still not quite right. If you apply it to a…
just for the record, i installed my spacemouse for use with 3ds max ... again. newest driver (all in all over 70 meg's installed, yeah...) straight from their page and off i went. overall navigation seems improved, i had far less problems than before navigating around the view, no more total orientation screwups that had…