I actually "learnt" Maya at Uni and goofed around in a very old version of Max when I was just starting out. But i wouldn't consider myself well versed in both programs. I mostly use cinema 4d (work related) and blender. Here's a few Blender ones: Open VDB Remesh: https://gumroad.com/l/jqLNZ (Gives you dynamesh like…
I've been on the periphery of the gaming production space for more years then I'd care to remember, as a core gamer. Picked up my first game from the corner store in 1977, Atari's version PONG and subsequently recalling those halcyon days of my youth, throwing away an obscene magnitude of time playing the thing. Sat in…
Hey, thanks for the reply and thanks for the tips earlier tonight. Well for this guy it started as a anatomy study, felt like I need to improve and I started with the bust. After that I expanded on it with the suit, been slowly chipping on the details trying to make him more lifelike. Shitty collage with the mercury…
Best piece of advice I'll offer, is too get into the habit of learning hardsurface techniques and workflows correctly. You're pretty much spoilt for choice if perhaps the less expensive alternative self taught pathway might be another option to consider, because nowadays there's a ton of online stuff available but the…
don't worry about what one random guy did and why he turned off averaged normals in the bake setting. If you have hard edges on the mesh, you'll get completely borked normal seams if you don't use averaged normals projection (or a custom cage) is all you need to know. As for why people use hard edges, yes it's because how…
First problem is stop following a speed sculpt, they're not super helpful for learning by following along. Start out by going through some actual beginner tutorials on Zbrush so you can learn the software. People doing speedsculpts are them just working away, they are not showing you keybinds, functionality, or anything of…
Painting directly in Maya is way better solution! In v2016 Mudbox sculpting tools are brought in and that is great start. Now it would be the best to continue importing and other Mudbox tools like sculpting layers and complete texture painting tools. Important to add is to be able to paint in 3D view and UV view which…
Also the result of any mesh subdivided 5 times :P ZRemesher isn't really aimed at retoplogizing hard surface models, at least not in a way that is specifically geared for games (the same could technically be said about characters, but organic shapes tend to be more forgivable). It's more a less a way to take a hardsurface…
Great idea Alec! Although, I don't imagine that putting the turbosmooth over your mesh set to smoothing groups will work with all low poly meshes, especially in the case of splitting smoothing groups along your UV seams, for example with certain hectic hardsurface-type meshes. In that case, would you just add a edit poly…
Bump maps aren't USUALLY used for individual models. You get more flexibility and range out of normal maps than bumps. I would reserve bump maps for high noise details like skin pores, or flecks of stuff, etc. Yes, but it's slower than using something like Substance Painter, which does a better job of applying it in terms…