Untrue, having worked at Bungie I can tell you that they use Max for the majority of things, and a few use Maya. These are mostly the animators, FX artists and a character artist or two. While there during Reach every Environment artist used Max. The tools Justin linked are very much like the tools we used for Unwrapping…
it looks like the horizontals are being ignored - the problem with using something this old though is that there's really no tellling what's upsetting it. personally I'd bake in something else - xnormal was the best tool at the time but its not that time anymore
I messed around with the idea of using deep EXRs (which i assume a cryptomatte is or it wouldn't work properly) to manage texture sets a few years ago and while it worked fine the additional overhead of processing and previewing the data - as well as maintaining any tooling - far outweighed the tiny benefit you get from…
[FONT="]I think the whole Shift + C and Ctrl + C idea does not really bother me all that much. It falls under memory. XSI has a unique default setup of positioning core modeling functions around the hand radially. Alt=S and around the left hand exists all necessary functions. After adaptation and familiarity is…
Ok, so after poking around and doing some reading and thinking on the problem, I'm starting to think my initial guess was right - that this is an issue of gamma correction. This means two things: #1 - You artist types arent just smoking crack or anything :P In fact actually whoever originally picked up on the whole "use a…
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Do newer versions of 3ds Max offer the possibility to transfer SME view tabs (so the exact layout/representation/ arrangement of the material nodes as opposed to simply merging the materials / material trees) between files? If not, are there tools for that? Couldn't find anything, and people don't seem to ask for it much,…
A question for the technical artist types: have any of you heard of or used nVidia's fancy new PhysX content framework called Apex? Its a sort of physics modeling and authoring tool for particles, fluids, cloth, etc. UE3 supposedly has it and Mirror's Edge used it. I'm wondering what it looks like in action and if its cool…
Hey :D Starting a new character, saw this cool concept from splash damage and thought I'd give it a go. Everything is pretty much a place holder, just starting to get a feel for things. Was wondering if anybody could share with me some tips on doing the coat, not sure whether to keep parts like the hood and the zip flap…
Hey everyone. I'm making a model to try out some things in Painter and Toolbag so thought I'd make a thread of my progress as it were. Got a concept off CreatureBox, I thought this guy was pretty cool. I've already got the high res done. Started out with the usual tools in Zbrush, dynamesh, curve tube brushes and a bit of…