If you had to choose between the two, beauty usually wins. You can teach techniques more easily than you can teach someone to have artistic vision. But ideally, show both.
I assume you are using the skin modifier? The vertex weighting is independent of the CAT system, and you can use any object in Max to drive mesh deformation. Follow the "To mirror envelope or vertex weight settings:"…
The whole forum is about game development, we don't need a section :) The problem with these sort of questions is that the answer depends on what you're making and what your engine and toolchain can cope with. and on top of that - the answer will often be "all of the above" Your best bet on the terrain / road stuff is to…
Ok, I think this thread will be less contriversial than the Rob Leifeld thread I started. This was going around work and thought I would share. Weightless Cat Spark
That's what makes it good! High quality CG with home-made movie feel and no furry bullshit. Yeah it's not going to win awards for writing but it's called Cat Shit One, FFS. Cat. Shit. If you were expecting good story and character from something called Cat Shit One, slap yourself.
Oh. Then you need a local DAM kind of setup. That usually requires good metadata hygiene though, which is a pain to maintain. Nobody wants to do that. If you're using Windows you can sort your searches by file metadata, like Bit Depth. You can change the search result view to Details, then add columns like Bit Depth by…
Hello, I am a student currently sculpting a female model based on this piece of artwork Cat-Woman by Karl Liversidge This is my first time sculpting such a thin and tall model as well as my first time doing one in heels. I was hoping to get some advice to improve the form before I move on to clothing.
This is so odd. So what i want to do is make a Polygroup in Zbrush then export it into blender so i can Hand Unwrap it, And then Assign a SINGLE MAT to it, so when i open Substance painter ill be texturing on one material and being able to CRTL+RM to assign material easier. ISSUES are Zbrush options are "Export Polygroups…
I have been working on my roof, and I am considering two approaches to achieve results similar to No Rest for the Wicked. Since the game uses a top-down view, their roof tiles are quite flat because they don’t require much depth. However, this wouldn’t work in my environment, as I want it to work well from multiple angles.…
https://www.behance.net/gallery/29972307/Boy-and-Cat This is what I have been working on past few weeks... Still some work left to do... What you guys think?