hmmm. The works good, but he should definately be crediting people. http://www.zbrushcentral.com/showthread.php?106297-Guardian http://cghub.com/images/view/707435/ also, pretty sure this is a Karanak concept http://cghub.com/images/view/697747/
For thumbnails, use this: http://www.koshigaya.de/?content=tools&view=5 Tga, psd and png thumbnails. For quick image viewing: Xnview, Irfanview or ACDSee (the latter of which isn't free, and has gotten to be quite bloated, I believe)
Attachments are horrible, if for nothing else the fact that only registered members who are logged in with accounts approved (2+ posts) can even view them view them, which really limits the amount of exposure your work will get.
Rose Lightwave - UV mapped veins ________________________________________________________________________________ Kitchen 3ds Max, some objects were UV textured ___________________________________________ __________________________________________ You can view this guy animated on my demo reel…
Whew, it's been a very long time staring into these forums soaking up the amazing art and community. Finally, I have something I want to post in the hopes someone finds it inspirational or at the very least - interesting! Drifter is a space trading game *already* kickstarted (don't run just yet) last year. My friend Colin…
Hello! We're creating a action/adventure RPG of space combat and exploration. The game is viewed in a top-down 3D perspective and both player and NPC ships are built out of modular components laid out in a hexagonal grid. We are looking for a 3D artist to create the modules for these ships. There are approximately 15-18…
In max is there a script/way to add a handle at 45 degrees to the move select tool? In 2d orthographic view this would mean a 45 degree angle pointer arrow in addition to the normal x/y/z handles and maybe in the 3d view an angle pointer in all the 45 degree planes. Is this possible in max?
Is their a way to draw out primitives based on the direction the user is viewing in Max? By default they're all created on the grid, but theirs got to be some sort of user-view-grid or something to that effect right? I've at least seen it done once before in Maya (though without explanation as to how).
The concept is so cool ! It looks very clean. Keep going ! Could we have another view? From this view it looks like his legs are a bit tiny compared to his forearms.
Did a little work on the global lighting. It's kind of tricky to have a lighting that works well for both normal view and zoomed in/cinematic view. Specially with the lack of a good ToD system like in Cryengine. :/