You've already been offered a wealth of advice and resources to get on with, so stop whining... Here's some info I personally recommend: A - Download a student EDU 3ds Max licence (free) or a copy of Blender (free) B - Intro tutes for beginners 3ds Max (free)…
pogonip: have you ever done much rendering with mental ray? Final gather, G.I type stuff? That shit takes forEVER to render. I aint buying it sorry. That's a real nice video they rendered there The U3 engine stuff looks feasible like I said, but If you know a thing or two about advanced lighting, and examine those Killzone…
Hello. Do you guys have any custom hotkeys you have found to be extremely useful? Doesn't matter what program. Just list the function, key, and the software it belongs to. Here is mine. How about scripts or plugins? Maya Hotkeys Xray: Alt+X Bevel: Alt+B MultiCut (Modeling Toolkit): Alt+S Center Pivot: Alt+C Slide Along…
Demiurge Studios is searching for a talented environmental artist to work on our next-gen projects. The ideal candidate will have the ability to create believable, evocative environments in low and high-polygon budgets. Experience in creating both realistic and stylized settings is a major plus. The artist must have a…
Have a look at Maya's reduce polygons tool. That seems to give the most control without simply creating a holy mess of triangles (you can restrict it to keep quads as much as possible and mask areas or weight paint the effect. It's pretty good for recreating the quad topology of subdivided meshes. But it can also work like…
I have this very simple mesh with a floating geo I don't know why the normal map bake is warped, it's just a flat surface. I can't really make it more flat lol I can turn off the average normals, but imo I shouldn't have to when the normal is just 1 front facing polygon face. And turning off average normals ruins the rest…
Modeling is one chapter. Quite a few polygon modeling tools in nearly all 3d modeling software requires quad topology to work. Edgeloop selection for example does not work well with tris or n-gons. So that's the thing that you need to learn first. Modeling with a useful topology. And there are plenty ways to achieve this.…
I think you understood right. By skinning I meant weighting a polygon mesh to a skeleton for the purposes of posing/animation. By using cards for feathers, I meant using the same technique as for polygon hair.
Hello ! Always loving the JuniorSenior avatar :) Along the lines of the suggestions from the Great Eric, and considering that the goal is an actual game asset for UE, then simply start by modeling a first version of the final polygon game asset of the tent at rest. Garment making tools may be useful to an extent since they…
Yeah, if you use just the Delete key on edges, it leaves all the vertices behind at the intersection points. Ctrl + Delete will remove the intersecting vertices. You can try making a marquee selection through the center part of your model while in vertex selection mode to grab any stray points, then press Delete (not Ctrl…