It depends from tutorial to tutorial. The "introduction to" tutorials are a great place to get acquainted/re-acquainted with whatever it is that you are learning. You pick up neat tips and tricks, handy advice and stuff like that. I recently jumped softwares, Maya to Max, and they really helped speed up the process. They…
Cheers for the bug reports guys. Be aware: Not all functions are undo-able yet, the spinners are an example of this, Obviously you dont want a new undo event for each increment you move the spinner so they need a special case. If you want to undo just delete the xform modifier in the objects stack. I have a pretty solid…
Thanks @Obscura, you're the best! That ought to work nicely for what I am doing - I've been working on timber-framed walls for medieval buildings and going the traditional route of sculpting a few of them in Zbrush to use them in a modular fashion, but I'm not super happy about the variation I'm getting and also it's…
After looking how looks ingame I think looks poor , I have now to redo , I will try a different approach , eventually manually draw more shaped tree branches to fill in a more density and scatter more leaves ,remake the main branches too , and also make over the higher poly branches directly the low poly so that I have…
Love the tech hall, though it seems like it has a copper colored haze on the whole thing. Website is nice and easy to navigate. Your concept art is cool too, I remember seeing city of ancients posted a while back and kinda disappointed that you didn't finish a 3d version of it :) Though maybe could use another scene or…
are you going to do any normal mapping? You can probably save a bunch of tri's if you normal map that metal grate thingy on top of the door, and probably even reduce the sides on your door knob, since it's so small compared to the rest, you can get away with less sides. what's happening with the roofs on those floating…
Whats the target platform? Are you rendering these out in Maya? Are they going to a game engine? Are you making use of face-weighted normals? Is it a hero prop? Is it a modular kit piece. A lot of game art and CG is case-dependent so the more information about what you're doing the more we can help. Something to help in…
I agree with Bedrock. Your hand painted weapons are nowhere near the quality of your latest stuff. I would either ditch em or redo them. Also your summer village could do with a little polish pass. Grass is a tad noisy, you could add some extra foliage around the base of the house. Extra highlights and shadows, pump a…
Generally when working on large scale objects you want to go with modular meshes. This way you can create large amount of different buildings for example with at relatively small set of modules. It's also performance efficient as the whole building doesn't need to be rendered when there's just a part of it visible. With…
I made my reference normal map by baking down a beveled cube. Of course for UE4 you'll need to pick from the top side for the bottom normals and the bottom side for the top normals. It works 100% correctly with 90 degree angle hard edges only--otherwise you'll get a slightly wrong result if you use e.g. 70 degree hard…