This leading Southern California Games studio was founded in early 1997 by a group of veteran game developers who had individually coded, designed, and produced a vast and diverse range of highly acclaimed titles for a variety of different platforms. Since then this studio has produced titles for the Playstation 2 and Xbox…
Leading Bay Area game development studio is searching for the best and brightest game developers to share there vision of creating a new world of entertainment through the power of technology, imagination and innovation. As one of the game industrys independent development houses, this studio focuses on creating high…
Hello, 3d n00b here,I would like to have some advice for this mesh that I'm modeling (character in avatar), I would like to use it like a videogame mesh, but I've some doubts that I need to clarify.Probably I'll be using Unreal Engine or Source Filmmaker to produce some video with this mesh, somehow. As for now the model…
NCSoft is seeking an experienced Senior Environment Artist to join its seasoned team of industry professionals led by key contributors of award winning massively multiplayer games. This is an exciting opportunity to work in a highly creative environment at NCsofts headquarters in Austin, Texas. Senior artist will create…
NCSoft is seeking a Senior Character Artist to join its seasoned team of industry professionals led by key contributors of award winning massively multiplayer games. This is an exciting opportunity to work in a highly creative environment at NCsofts headquarters in Austin, Texas. The artist will create highly detailed…
NCSoft is seeking an experienced Senior 3D Environment Artist to join its seasoned team of industry professionals led by key contributors of award winning massively multiplayer games. This is an exciting opportunity to work in a highly creative environment at NCsofts headquarters in Austin, Texas. Senior artist will…
google "hardsurface modelling tutorial" returned this http://www.3dtotal.com/tutorial/3d_studio_max/hard_surface_essentials/hard_surface_01.php and you also have this right here on polycount tech talk, http://www.polycount.com/forum/showthread.php?t=56014
http://www.3dtotal.com/tutorial/3d_studio_max/camera_matching_in_3dsmax/camera_matching_01.php this might work to help you setup a camera to your reference so you can block everything out and get the proportions
http://www.3dtotal.com/forums_frameset/index.php?e=http://www.3dtotal.com/tutorial/3d_studio_max/hard_surface_essentials/hard_surface_01.php just in case anyone hasn't seen them. they are the reworked original ones and extended a bit.
'Seams' like that could've been UV'd a lot more efficiently. Usually use this method, I find it wastes less space than other ways: https://3dtotal.com/tutorial/3d_studio_max/perfect_uvs_by_pelt_mapping_in_3ds_max/pelt_mapping_01.php