Yes, I've seen some insane use of Designer. These artists are just pushing SD to the limits to see what they can do with it. The craziest ones I've seen are the procedural village material and the stack of dollar bills material. While these materials might not be very practical real-world examples, they are a great…
It's ability that really counts; experience writing code is practice the same as practicing art. Generally speaking there's a basic knowledge that programmers are expected to have, and it's pretty much the same across the board in most programming disciplines (barring discipline specific knowledge, of course). You'll find…
I don't think it's quite as bad as I might have made it sound. I suggest people try it out. The point to what I was saying was it can't pull off the more extreme cases like the one we saw earlier in this thread. In practice it works well for regular geometry too but we'll see what happens when people start trying to use…
Are you using PBR? If not I would suggest nailing one prop with PBR rather than DNS. Let us know if you have questions. Some great reference for PBR: http://www.marmoset.co/toolbag/learn/pbr-practice https://docs.google.com/document/d/1Fb9_KgCo0noxROKN4iT8ntTbx913e-t4Wc2nMRWPzNk/edit…
I would suggest you read all that you can in the wikis', practice poly modeling, watch tuts on youtube, and just log some hours with the software. I'm not sure you are at the point where you should be worrying about being able to put assets into a game engine yet. Lathe is nice and all but I would start by making..uhm,…
I would agree that the way it was presented in that video was indeed quite time-waisting. Maybe that's just because he only showed the most simple tool to the camera. In practice, there are tools like Topogun making the process very smooth ; and even in Max, one could use soft selection and a relax brush to manipulate…
Who is to say any of this is "advanced"? A lot of these tutorials cover basic material, and cater to a wide range of skill levels. HOWEVER, regarding the 3D tutorials, if you're releasing a premium product with educational value, it's of great help for people to be able to follow along using the same tools. Ergo, it's a…
@ironbelly: I have taken my own concepts into 3d before but at the moment I've been keeping both practices separate. Although yes, a piece that incorporates both is probably ideal. I suppose my main question is How do I tailor my folio to apply to two different practices (3d modeller and concept artist)? Should I be…
Are you familiar with modeling high poly guns in zbrush? I'm not sure if this base mesh will cooperate very well but I've seen it done before. Judging by your portfolio, I would suggest modeling the high poly using sub-D's so you can get a hang of topology and edge flow. You can always move onto zBrush later, I just fear…
I have been using Max for about 6 years and Maya for 1, So I may be biased. Max is definitely quicker to model in, The edit poly rollout has practically all the functions you would want and you can cycle through subobject mode quickly. Maya has some issues and some things take a while to figure out but it can practically…