several valid technical issues outlined above, but i think you're missing a big non-tech one : the snow ... it's blown in through the door, fair enough, but then it's look like it's blown happily around, sticking uniformly to each surface regardless of its distance from the door or whether it faces it or not. Except for…
MotionBuilder is pretty awesome, I like it a lot but it can be a bit daunting to learn and it might be easier to just stick to max. Are these being exported to a game engine? Or are they just for rendering? For the bipedal characters I would say use Biped, CAT or PuppetShop. Biped: It makes great use of Motion Mixer…
A few quick points at a glance: Color match the grass alpha and the ground grass, and gradient to black the alpha at the base to give it a smooth transition into the ground. This will help blend the grass into the scene instead of it sticking out everywhere like an afterthought. Also, don't know anything about your engine,…
@jocose: Glad I could help, yeah stick with Modo I'd hate to see you give up on it just because of the lack of a good smoothing group workflow. @OblastradiusO: I hate to say it but "it depends". In Unreal if you've got a normal mapped organic object (meaning no 90 degree angles) it's usually best to stick to one smoothing…
@MrNinjutsu Really top notch stuff! Didn't realize you've had a presence here for many years, also your YT channel helped me out while ago after stumbling across Blender tutes for making zip ties and sticky tape - I'm into large air/land and sea vehicular assets so like the mirrored solution freeing up UV space for that…
Hello, this is a question I've been wanting to ask and I am interested to hear what most people on the forum will say. Right now I am the type of artist where I feel more comfortable sticking to creating concept art, low-poly modeling, UV mapping and texturing. It's not to say that I won't refresh my rigging and animation…
Hello! This is off to a really strong start! I have a few pointers, mainly generic things. The first thing is probably more of my personal preference, but try to present your sculpts with a blinn shader or something similar. This is mainly because a lot of shaders can hide a lot of the detail without you realising it. I…
To flat planes? not so much, but they are still used quite a bit..you can just export more geo to be thrown at it. You get things like broken tiles which are still mapped to the tiled texture, and rocks/cliffs that were modeled but use tiled texture. I think that for environment stuff, using high poly models is good for…
I've been playing it this week on PC since I bought it during the steam sale and I have had the opposite experience.:) I played it once on PC shortly after its release and couldn't stand the PC controls so I stopped playing (also around the wharf area). I usually can't conceive of using a pad for an fps, but this time I…