[QUOTE=johan_sm;27904780]You read wrong. Quite a lot of studios use maya for games. It's a choice, they both do the same. I used both and I can't really tell how max would be better than maya for game modeling.[/QUOTE]
If anything it'd be the other way around, Maya's animation tools are far superior to Max's.
[QUOTE=Saxor16;27904583]the city is now diamonds.[/QUOTE]
*Ajacks proceeds to post a render of the city where he has changed the material of every model to a diamond-ish material*
[QUOTE=paul simon;27905775]*Ajacks proceeds to post a render of the city where he has changed the material of every model to a diamond-ish material*[/QUOTE]
That's would be cool beyond anything.
dont tempt him
Why not? That would actually be cool. Also we'd see if Ajacks can actually make custom materials or if his strength is only in textures.
[QUOTE=johan_sm;27906104]Why not? That would actually be cool. Also we'd see if Ajacks can actually make custom materials or if his strength is only in textures.[/QUOTE]
Oh I'll save you the guess, I never invested much into learning materials. I'll leave the fancy renders of caustics through a lathed wineglass for someone else.
caustics is nvidia's specialty.
An entire diamond city would take ages to render
[QUOTE=leet;27909166]An entire diamond city would take ages to render[/QUOTE]
[url]http://www.nas.nasa.gov/[/url]
Email:
Look guys, I need like 5 seconds. Just 5. ONE picture is all I'm asking.
[QUOTE=johan_sm;27904780]You read wrong. Quite a lot of studios use maya for games. It's a choice, they both do the same. I used both and I can't really tell how max would be better than maya for game modeling.[/QUOTE]
Well according to my experience in the games industry (although only having worked in 2 companies), Max is still more popular. It doesn't mean a studio cannot give the animator Maya and have the model made in 3dsMax.
[QUOTE=Saxor16;27906901]caustics is nvidia's specialty.[/QUOTE]
No, his specialty is chromatic aberration.
[QUOTE=PLing;27910428]Well according to my experience in the games industry (although only having worked in 2 companies), Max is still more popular. It doesn't mean a studio cannot give the animator Maya and have the model made in 3dsMax.[/QUOTE]
Yeah, most studios do have both max and maya and if they got no reason to work strictly in max, they will give you maya even if you're not an animator but a modeler. It's skill that matters, not the application.
[QUOTE=johan_sm;27914624]No, his specialty is chromatic aberration.[/QUOTE]
He needs a title related to that.
As good as done:
[img]http://pac.gmod.de/Bilder/Models/HK%20MP7A1/MP7A1_WIP_7.jpg[/img]
Next step: Adding the side rails and try to bake this round corners beast to a lowpoly mesh.
Going to make a texture?
Maybe, depends on the result of the baking.
[QUOTE=Pac_187;27919473]Maybe, depends on the result of the baking.[/QUOTE]
well, you should...
Does anyone know how to sculpt hair in mudbox? It always looks crappy:
[IMG]http://gyazo.com/db04ae68b0ebb457ded7354b321a80b9.png[/IMG]
[editline]8th February 2011[/editline]
I don't know what the fuck I'm doing
Use a new mesh for hair. Sculpting them on the same will create ugly creasing
I can't model like a normal person, I can only sculpt and do low-poly versions of those with zbrush's feature thing
[editline]8th February 2011[/editline]
I think I'll just do it like this so I have more freedom when I'm doing the diffuse.
[IMG]http://gyazo.com/dd6884914f5b374e68e18edc3a6445b3.png[/IMG]
[QUOTE=Uberslug;27924892]I can't model like a normal person, I can only sculpt and do low-poly versions of those with zbrush's feature thing
[/QUOTE]
You can just make a new mesh for hair. If you can't make one, import one.
it's gonna look like clay hair no matter what you do. the main detail in hair is painted.
Been working on this for a while, very on and off. the torso still needs a little work and so do the hands, but it is getting there.
[url=http://squint911.deviantart.com/#/d392cr1][img]http://fc08.deviantart.net/fs71/f/2011/038/5/3/the_doctor_by_squint911-d392cr1.png[/img][/url]
Any Comments or Criticism would be great, thanks
You better be good at texturing. Such piece should not be ruined.
His torso needs to be widened, especially at the top. Otherwise it looks good
[QUOTE=Squint911;27928491]Been working on this for a while, very on and off. the torso still needs a little work and so do the hands, but it is getting there.
[url=http://squint911.deviantart.com/#/d392cr1][img_thumb]http://fc08.deviantart.net/fs71/f/2011/038/5/3/the_doctor_by_squint911-d392cr1.png[/img_thumb][/url]
Any Comments or Criticism would be great, thanks[/QUOTE]
Holy shit, that looks amazing compared to stuff you used to model.
[QUOTE=DOG-GY;27927565]it's gonna look like clay hair no matter what you do. the main detail in hair is painted.[/QUOTE]
Unless you make the hair look not like shit. (see: uncharted games, final fantasy xiii) Unless the engine can't handle 50 planes/3000 polygons of opacity mapped hair, or you don't have the skill to do it (it's alot harder than it looks, i can't even do it.)
[editline]8th February 2011[/editline]
[QUOTE=Uberslug;27933389]His torso needs to be widened, especially at the top. Otherwise it looks good[/QUOTE]
Yep, looks like a 14 year old boy in AC cosplay.
[QUOTE=Saxor16;27936113]Unless you make the hair look not like shit. (see: uncharted games, final fantasy xiii) Unless the engine can't handle 50 planes/3000 polygons of opacity mapped hair, or you don't have the skill to do it (it's alot harder than it looks, i can't even do it.)
[/QUOTE]
You can't even do it? Aha it's not like you can do anything remotely complicated.
Also plate hair isn't done in sculpting app.
[QUOTE=johan_sm;27936388]You can't even do it? Aha it's not like you can do anything remotely complicated.
Also plate hair isn't done in sculpting app.[/QUOTE]
Not really, Mr. Condescending.. Let's see you do it, and have it look somewhat realistic and natural.
[URL]http://thegamingliberty.com/wp-content/uploads/ELENAFISHER.jpg[/URL]
Anyways, anyone know of a program that could take all these UV pieces and automatically scale and move them to fit into one section of UV area, making all pieces correctly sized to proportion? Realllly don't feel like doing it manually, or using a bunch of smaller textures.
[IMG]http://img831.imageshack.us/img831/3083/troublinguv.png[/IMG]
Maya does that
Done by hand. Four seperate uvs. (picture is all four put together in photoshop)
[img]http://img831.imageshack.us/img831/3851/clump1.jpg[/img]
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