Maya has gained huge amounts of ground in the last few years, slowly pushing Max out of it's seat as a predominant games package. So you're in more of a position where theres a 50/50 chance of using one or the other depending on where you work. So my advice is flip a coin or try both and see which one sticks more for you.…
I really like how they pushed everything more subtle to that painterly beautyfull looking style. Also the animation are slightly pushed stylized. Looks very good to me and i think i understand why they dont use normals ans specular maps. For the small characters on screen and the small textures it wouldnt make much sense…
Hi, any ideas on how to approach rendering realistic teeth in ue4? I tried making a subsurface material and skin material so that i can plug in a subsurface map that i made, but i get only white color pushing through in strong light conditions, but i think i actually want black color to push through in low light…
Um. What am I doing wrong? (In Max 11) I choose DX9, and rotating simple objects "pops" around.. It shows the Nvidia in use. I choose DX10 and rotating is better but now all models are triangulated and it shows the Intel card in use. So the 3ds shader no longer works. I have the Nvidia control center pushing the Nvidia…
Got it! I went down two Sub-D Levels (Level 6 to Level 4) and tried pushing and pulling in that state. I did a little bit of pushing and pulling in level 2, so I see what you meant by the big changes. I definitely have more control over my shapes. I feel like I'm getting a lot closer in terms of proportions, but something…
Thanks guys. Your crits were really helpful. You guys were right about pushing the contrast and highlights. The metal indeed was looking like stone, so I went nuts with the lights and darks. Dunno if I pushed it too far, but here's where I'm at. Added a lot more color variation and changed the orb to green which I felt fit…
I didn't work on trees, we had a dedicated team in Montreal just working on our Next-gen and current-gen trees (they're both drastically different). AFAIK, on CG it's the more cheaper/traditional approach with simple planes, but on NG they could push it much further, still using planes, but could push much more...as in…
this is really cool! i feel like this is pretty on point with the concept....i feel you can push you materials more as well as your lighting everything feels pretty bland and the biggest thing that sticks out is you put all this detail into your tree sculpt and its a good start (i think you need to push that more as well)…
Looking awesome but you can still push those textures further! The concept has much more tonal changes than you do now. The hooves can be darker for instance. Parts of the arms get darker in the forearm while the skin attachment on the upper arm is lighter colored. The chest and belly can also be lightened compared to the…
From my experience The more you practice, the better you get The more you try, the more you become familiar with The more you learn, youll soon have a huge database in your head of how to conquer almost any encounter, then go back to step one. I was in a slump too and my thread is about 2 pages back, and the comments…