If you can sure , but there is significant difference at least in the beginning from sculpting symmetrical to sculpting in pose , if you put the time to break the wall between this 2 sure you will get much more expressive ,dynamic and unique figures Answer to your question its yes there are a few way that you can do that…
having a broad overview of all the disciplines is good, it's not good to only know one thing you might have a job a little faster if you only focus on a single thing, but in long run it is better to have broader perspective so I wouldn't say you wasted your time with that in case you never heard of this:…
"i also know that in most cases the textures in 3d assets for games are hand painted" That's not really true. Game assets these days are often made using a series of auto masking substance materials, assets that are 'hand painted' are generally either very colorful / cartoony , or they need certain unique details which…
It's also happening on the mobile versions of Firefox and Vivaldi. At first everything looks okay, yet there's a huge empty area on the right accessible through scrolling sideways. After peeking at the code I can't assure this will fully fix the issue as some things only get properly applied if loading the page with them…
Hi there, Over all I like it but I have some mixed emotions. The body lines of car, cargo boxes, front grille, and headlights are too perfect for being a ruffed up old vehicle. Something that is generally tagged up would be beaten and dented in at least a few sports. Right now it almost looks like a perfect vehicle with a…
I needed a break from routine and decided to model the well and see how long it would take in Maya. I modeled the rope wrapped around the winch which added to the poly count. Did some beveling as well. 1800-ish tris. Took 2.5 hours on the nose and that included bending the geometry into position. I'm not going to hand…
Yeah I know what you mean. I'm still struggling a bit on figuring out what all of the lightmass settings do. It's also kind of hard to iterate quickly with the lighting since each build takes about 40 or 50 minutes. I messed around with the lighting a bit over the weekend but I just can't get it to look right on the trees…
I personally found that switching from max to maya was extremely difficult, and that's why I went back to max... but i did realize something in doing that. Learning how to do in maya what you would normally do in MAX is a difficult task because the paradigms are so different. You gotta think like a "maya guy" to get the…
On the first scene the texture on the roof and chairs don't wrap very well. It's very hard to see the definition of the glass on the alcohol shelves. Also, If you could show more detail on the appliances with emphasis on making it look like the doors can open that would be a huge improvement. The second scene looks good…
Thanks guys. @Spudnik - I know what you mean! haha, believe me I had some pretty far out sun designs at one point. After comparing those to chivalry's realistic art direction I made the decision I would try to stick with the great helm design the vanguard rocks in-game. The construction methods for that helm are super…