Personally I use Paint Shop Pro 5. Some people actually use Photoshop for sprite editing but I find it frustrating and wholly inconvenient and inadequate for that purpose, but whatever floats your boat. If you want a place where pixel artists hang out, you can go to the so manieth Pixelation replacement. I haven't gone…
I kinda disagree on a bunch of this stuff, I'll try to get some images approved, until then a few general comments. While realtime is different from CG animation, the methods are close enough nowadays to be able to share workflows and ideas... Poles are OK, just don't use too many. I personally prefer to avoid triangles…
That is just extremely low res but not stretched. This is a huge asset, so even a 16k texture wouldn't provide appropriate resolution from close up. Imagine that you lay out a 4k texture on a 4m area. That would look acceptable from closer too, but it would start to look like your picture as you go closer and closer. So…
Zbrush is not really 3d and doesn't use normals like other 3d apps in it's realtime display. You can soften them in renders but thats about it. That being said, if I understand correctly, you might just do the detail in texture and stick it on the low poly shape. You can't really subdivide and keep that low poly faceting…
Clarisse is just an example of something more user friendly while keeping very procedural and flexible approaches. SD design might be totally driven by performance limitations, GPU specifics etc I am not sure. After all Filter forge, kind of SD alternative allowing few cool things SD wouldn't (like scaling the whole…
Swag : While this guide sure is interesting, it's good to note that there are now native ways to display dota2 assets in realtime without even having to modify or create new texture maps. Toolbag2 now has a native Dota2 shader, and there's also a very accurate viewport shader available for Max, Maya and MayaLT as well.…
There is so much info spread across the interwebs, I find it silly that anyone one would consider going to school. Besides that, check them all out. The sites themselves dont really guarantee the quality of the material, but the instructor themselves. Even the bad ones can still have bits of valuable material in them.…
I've been using UberVertCount to get the smoothing, UV and position verts for my models. Max Script: http://www.ericchadwick.com/examples/files/HaywoodTools-UberVertCount.mcr Suprised Eric hasn't dropped this down already. It's a really nice tool, even if just for understanding, it's great to see what the real vert count…
The difference between the two images is only the lighting condition, not the lack of SSS. But there are tons of other issues you should focus on even before that. - everything is blurry - the beard doesn't blend with the skin at all - the facial structure looks mushy and improvised, you should definitely focus on anatomy…
Yes and no. Yes you have the idea right, but your shape is far too simplistic, and should not be one single mesh in this case. You need to keep in mind how loops are added when you create your base mesh - Understanding how turbosmooth will affect a mesh will grow the more you do it, so don't worry if it takes a while now.…