I've been following the indie scene for a while now. I'm thinking of "going indie" and no doubt "how do I really make money doing this?" is the first and primary question on my mind. The following are my thoughts on the subject and definitely take them with a huge pile of salt since I don't have any real experience making…
Hello guys, here's the thing, I'm making a hero prop, and I need to add lots of gears, so my question here should I make the gears' teeth geo or texture, knowing that I will be taking close shots of the model and I'm concentrating more on the modelling skills. Thank you in advance <3
hey guys, i know that there are some very experienced nature artist out there and other with a big knowledge of foliage and stuff. i want to know whats the best way to make really good tree's in a AAA quality. i dont wanna use programs like speedtree and stuff and i went them for a game later on. my attempt (3ds max)…
If i were a programmer I'd make "my own" & negate whatever they are doing with their "new one". ("control panel") //slightly-.o.t. You programmers are a "lucky" bunch to avoid most of this stuff, at least you got that going for ya, surprised all you, programmers haven't already made your own, o.s.'s. Strange really... oh…
If its just a drawer i would just make a box delete the top face and then shell it real quick with a custom front face. If this was a hero prop drawer I probably wouldn't sculpt it unless the front face had some fanciful design on it. Just standard hard surface modeling and would probably include the geo of the joints…
If you are talking about the old Havok Reactor physics engine then I would agree. If you're talking about MassFX that replaced reactor in 3dsmax 2012 then I think you haven't evaluated it fairly. MassFX is vastly superior to Reactor, it solves in the viewport rather than externally and then piped back into max, like…
There's a lot of things online that can generate a simple palette from an image, but the one in affinity photo can grab up to 256 colors from it. I assume photoshop has similar or probably more featured than that. The color gradient which gives a gradient both with value and saturation is found if you google color picker:…
For the sideways issue, Blender is Z up like max and when you import everything has that 90 degrees in the rotation. Try the checkbox in your model import settings to bake axis conversion. If that doesn't help, make sure your tree is aligned to Unity space in Blender before you export. I used to have to do this in Max…
There's a lot of good advice in the replies here. Something to consider is what's the source and broader context behind the idea that using hard edges with UV splits is bad and using a single smoothing group with averaged normals is good? Simple explanations like this can be tempting but blanket statements made without…