What you described is imo just most common way to work there. Nobody wastes time just for sake of potential scalability you may never need. If it's not a portfolio sport my guess.
supporting edges / quad chamfers and creases are sorta same same but different. supporting edges give you better control over the edgequality, as in, its always going to be the same width as per your setting, while with creases the result is highly based on the surrounding geo. its just a slight mindset shift, creases are…
The eye area could do with more attention. The eyeballs look like they could just fall out :smile: Tighten up the lids so they hug the eyeball, wrap around them. Also, try to show more seperation between the upper lid and the brow. Right now it looks like there isn't enough skin there to close the eye. The symmetry on your…
Quick update he isn't looking like an orange anymore the moles need some more work and I still need to add more detail in the albedo. I also got my normals and displacement map on him. I still need to get detail normals on him. The gloss is just one value still need to create a map for it with the details in it to make it…
Hello. I was looking at animation videos and finally started to use my 3d max program again but here's the problem, i completely forgot how to use it! I just made a biped but i want to know how to select both items (arms for example), and have the rotate in opposite directions! please help.
Hey guys, Take a look at this crysis fix. Known as Real Life-sis mod. Not exactly a mod but just some ToD tweaks and updates. My jaw totally dropped when I saw this. The graphics are insane. I can't find the download links though. Apparently some AO was removed and there is actually an increase in FPS.
so after finally sitting down and wanting to work i started by making a gun at first i wanted to make somthing else but this really stuck with me and started modeling it so i started by modeling the highpoly i wanted the design to flow well wasn't looking for it be to realistic but something futuristic and sleek i just…
your vehicle proportions are completely screwed. I've never seen a car with a front overhang that long or front wheels pushed that far into the passenger compartment. It helps to actually look at references instead of just modeling from your head. Also the shapes and angles are completely wrong for any kind of believable…
We are removing the high poly step from most of our workflow here at Cold Iron, only using it when it is necessary. Caveats include but are not limited to: 1. Must use custom normals. Maya does this by default now to an ok degree. We have custom tools for workflow purposes. 2. Must eat the cost of using extra Verts/Tris.…
For over the past year myself along with two friends have been working on a game. We took an early build with us to ECGC to get some feedback and it was a pretty good experience. We had planned on releasing it last summer, but life always has a nasty habit of mucking things up. So, after quite a few extra months, we have…