they nerfed spore's potential. it could've been great, but they botched the progression of everything. it ended up not as a game, but more like a "create a creature workshop". it gave me the same feel as black and white. both of them were supposed to be epic freedom experiences, but just ended up being really poor games.…
Thanks Pedro, I'm really glad you like it, but it's just a (useless) high poly model. Do you have any clue about low poly counts? I'm working on the cylinder and it's still around 1.5K tris... Does it make sense? As an aside, do you know when next workshop is going to start? Notified while replying :) Thanks Axios, it…
I don't know about that. I'm a big fan of kit-bashing a variety of basemeshes (from very basic ones to the more refined and pre-UV'd kind), but at the same time if you were to watch someone like Ryan Kingslien sculpt a character in his anatomy workshops, that guy can hammer out some very precise proportions for heads and…
Those are the triangle counts allowed for the lod0 and lod1 models. LoD0 is used for character portrait view and promotional images, lod1 is the resolution used in the game view. Both lod models use the same texture. From Anti Mage's Head requirements we have: LoD0 Triangle Limit: 350 LoD1 Triangle Limit: 250 Which means…
Thanks for the feedback. Only the skate girl and the guard have proper facial controls, the others don't. I thought I should focus more on mechanics since I really want to work in games. I still think I need an idle in there. There is still stuff I would like to polish like extending the press x bit and cleaning some stuff…
Hey man your doing fine with the modelling.. I tried the same thing, but didn't get things as you have them.. But perhaps I can help you with something else.. I'm currently working on modelling ALL of the Iron Man armors.. Your workshop wouldn't be finished without.. If you feel interested in a preview of the quality, I…
Check this link out... Should lead you to a lot of great tutorials on lighting in renderers such as Mental Ray... since it is built into max. Lighting something is going to be way more complex than just a 3 point setup. You have to have a really great understanding on materials, lights, and rendering out multiple passes.…
@MeAndMyDesk A beginner with a great portfolio can earn a chance at a internship or a junior position in a studio with enough talent and networking, I have hired several intern and junior level people with little to no experience as in-house artists. Experience does help, if you never had a studio gig, Indy development…
Max Splits the vertex normal but not the mesh vertex. Blender splits them both. The blender method is how things will be on the GFX card but its a pain to work with. Probably a case of a programmer 'knowing best', Personally I think it'd be best to let the game engine handle that and give the artist a workable model.
If Vertex painting gets you too confused (since it takes time to setup a nice material workable with DX9 limitations) then I suggest a quicker alternative. http://udkc.info/index.php?title=Tutorials:Adding_Brick_Variation I usually make mine a simple large cloud texture to fake the variation over a larger surface.