Yeah. Literally only sounds good for modelling and texturing dota items. Even if it were more expensive I'd be all over a modo edition with just model/uv (and maybe some sculpt stuff) with no script or export restrictions/limitations. Or maybe in the future programs could be made in a modular format where you pay for the…
It's been a minute! Here's an update on the project. I've finally wrapped up the Hair Groom for the character. I went through many early iterations before committing to the low poly and then finally hopped into mid frequency/detailing. This Curled Updo Hairstyle is built in Blender 2.82 using the plugin, HairTool by…
I like this design iteration more than the others so far so I'll base my suggestions off this image. Get rid of the whole two ramps at each corner deal. Still too symmetrical on that front. Windows: - They're everywhere: Pretty much what Higuy said. The windows at A1, I would assume are the same at B1. So essentially you…
Asaro head teaches you what you want to nail in the beginning before you move on to smoothing things out, no matter the proportions of the head. You're not learning a specific thing, you're learning something you'll be eventually subconciously doing over and over again for human heads. It also teaches you that good visual…
Hi Smilingmountain, I meant both. Where it curves to make that "U" shape and where the claws taper. You have the right idea with the geo, it's tough to completely eliminate pinching especially on a curving surface. There are a couple ways I know, off the top of my head, to remedy that. (I'm not sure if you're using Max or…
Decided to make it a 4 player only game, currently. That's all my machine can handle currently in development. It can scale up but iteration speed is what it's all about.
After literally months of continually learning and practicing, I finally made a good looking item for Dota 2. Surely this don't look as good as other, but it's great IMO. http://steamcommunity.com/sharedfiles/filedetails/?id=131972404&searchtext= I only started modelling recently and had to go through months of learning 3D…
So I decided to start working on a personal project of something that's been in my head for a few years now. Haven't really had any time until now. I suppose it is very fitting to the Metro 2033 universe being Russian themed and all. Here was a rough concept I did along with some of my favorite reference. I wanted to play…
Thanks for the feedback. For the texture process: I'm currently building/defining the base materials, so the edge wear is only a general basic version. My goal is to build the base materials as smart materials which I can then asign to the models (I plan to use three texture sheets: base, weapon, optics). Afterwards I…
Both renderers can do great work. I have found V-Ray to be faster when I have many lights in a scene, for example an architectural interior. For your example though, either renderer would work fine. It will take some time for you to get familiar with which settings to use, how to set up your lights, and how to adjust your…