Moi is fine til you want a mesh you can work with or bake from - then it's just the standard shitty cad converted mesh problem. I find fusion 360 to be less of a pain in the arse as you can at least bring in a parametric version to max and tweak subdivisions before converting to a polymesh or baking from it. Modo uses the…
Any cheap $300 IPS sRGB monitor like 98 % of sRGB + colorimeter are perfectly fine for anything . Much better than expensive one without colorimeter. I always suggest to spend money to something like x-right colormunkey or spider rather than expensive monitor. And it's often cheaper in sum. If your don't setup ACES…
To better show progression, I have a backlog of work I'd like to share. I'll start in chronological order! Male Torso StudyOne of my first sculpts in Zbrush was a study of muscles in the torso. The back is a bit rough, however, I will most likely not go back and touch it up since this is an older piece. Orc LessonThis is…
The actual liftoff and kick look pretty good. That run up is a little stilted, is that posed and timed out from a reference? I'd say that every step has to be treated with weight and solid contacts and each one builds up until you're believably having the character jump. Maybe you need to take out a few steps that aren't…
Your edges are way too sharp for an fps weapon. With the bevel shader can you independently change bevel amounts on different meshes? If it's restricting you to uniform amounts then the bevel shader is very limiting. They need to be at least double thickness and get even thicker the further they are away from the fps…
I didn't know that the size of the gizmo changed it's precision in Maya, thought it was just how close you zoomed in that changed the incremental change. But in max pretty sure -/= just makes the gizmo a different size and doesn't affect precision of the numbers at all. I do know that from the spinners you can change the…
@bkost understood. guess doing a large number of base meshes with just the landmarks and somewhat anatomical shapes will do it? grabbed anatomy for sculptors.thanks for the advice. I will admit. i haven't spent any considerable amount of time sculpting yet. Had to sort out some stuff irl,so most of the time i did…
For me vertex paint would be good, but not alone. To get correct edges between textures you can use mask texture to get irregular transition between textures. This will give you an ability to control how those textures are mixed. Also to break up texture repetitiveness ( brick in this case ) you can use floater geometry.…
@jose.fuentes Of course! Do you mean the lid or the eye itself? The eye is just a sphere with some quick and dirty polypaint slapped on it so I could make sure the sockets weren't obscuring his vision, so not much going on there. I didn't really need to do anything more than a dot to accomplish that but painting a little…
I didn't say anything about not wanting to credit people, in my first post I made it clear that it is important to give credit for any concept you may have worked from. My argument is that there isn't a need to obtain explicit permission for non commercial purposes, and a concept artist would find it pretty ridiculous to…