It's not that I'm not interested in them. It's that I recognize them as means to an end, and not the end in and of itself. I want to make characters, and the medium I like is game art. That means learning the tools associated with that medium. Just as learning about different types of clay, and different types of sculpting…
actually I wish there were more depth and fundamentals rather than "hands on" classes. A curriculum full of hands on classes is the same as buying a ton of books or gnomon DVDs. I don't want to diss gnomon here, but their DVDs are focused and to the point. Why repeat that in a school when you can just as well buy the DVD…
ya defiantly move uv's should be in the menu most of the more commenly used tools are already there, also you should look into having persistent settings for things such as retain Comp. spaceing. you can accomplish this with the optionsVar Command. http://download.autodesk.com/us/maya/2010help/Commands/optionVar.html edit:…
I have been playing around with Modo,using the inline help documentation,I am loving it already.The first thing I noticed about the app is that its very similar to Blender in terms of the different modes and other stuffs but what is keeping me hooked is the fast realtime renderer.Its super FAST!! with global…
years ago I worked with some mel script function allowing you to project curve on a model. I do not remember exactly but maybe there is something to do in this way... I am watching the video on Topogun and they is a cool thing about drawing curve on the model and then to get the polygonal version... And they are also paint…
Hi everyone, I am looking to join a serious indie game dev team to gain experience and build a dedicated real-time portfolio. I am offering my skills for free. About Me I have over 20 years of professional experience across 3D generalist roles, architecture, product design, and motion graphics. However, I am currently…
Hiya! 3DCoat I just bought a month or two ago...I have yet to actually "use it". Mostly got it to see the differences between it and ZBrush as far as working it into my every-changing pipeline. 3DCoat has a couple cool things that feel 'nice' that ZBrush doesn't (from what I remember; I remember one or two "Oh! Hey, that's…
Thats another very good point Chip, I see what you mean. The cool thing is that this kind of tweak is really doable with CS layers. You can basically animate a full cycle, then create another anim involving, say, spine movement under bin weight on a static pose, then merge the two. Awesome tool! Will try that tonight. Oh…
Cool thanks for pointing that out Saf :thumbup:. Did not know that ZhCG tools had so many goodies in it. It's funny because when I was looking for a quad capping tool, ZhCG tools also included it.
Really cool work, I really liked the houdini tools you showcased on your submissions, especially the Ivy drawing tools! I was actually wondering, were you using the drawing tool in engine directly or just inside Houdini and exporting back to unreal ?