So I started going to an art school a month ago to study game design, they focus on teaching Maya, and solely teach you Low poly. The teacher is terrible, there's only 2 hours per week "in school", and it's been 4 classes already and I studied simply nothing so far.
I feel scammed. In my country the tuition cost around 6k and what I get in return feels simply not enough. I don't even know how to insert an image plane properly.
I really need help, I'm so lost and unmotivated, the teacher makes Maya look so... Comment too long. Click here to view the full text.
>>517031 Yes. I figured already... It's not like a can't self teach myself, I did this before. But due to major life incidents I decided I want to go to college. I seriously doubt it's going to bring me anywhere. I need to rely on myself.
Also, is knowing how to Low poly and knowing this alone would be enough? Don't I need to know how to work with High poly as well?
It was pretty neat, but there's a few obvious fuckups. It really breaks the immersion. It wouldn't be bad if it wasn't really noticeable, but the errors and shit happen on things that are actually being focused on.
For example, in pic related.
Any time there's a car in the scene with a photomapped car, there's a huge difference in quality. You can argue that it's not going to be detailed as an actual photo, but not even the lighting or the materials are remotely similar and there's a huge disparity between the two.
There's... Comment too long. Click here to view the full text.
>>517092 Overall C-, looked like a proof of concept / rough draft, not a final render.
The "aged movie reel" effects (I forget the proper term for this suite of effects) was distracting, while the color balance and so on didn't actually match FILM (it likely matched photographs or lithographs or whatever though, which is a different medium from film).
The figures looked really weird moving around, the lighting on them didn't match the surroundings, the animation was just jerky in general, everything... Comment too long. Click here to view the full text.
question about game engines. i come from udk but i had a break from it for a year or two. i hear a lot that unity 5 is great but it is not truly a capable engine out of the box and it need plugins to make it functional. then there is unreal engine 4 but it has changed a lot since udk.
as a person who is mostly interested in level design, quick putting together prototypes and has no programming skills which engine would you guys reccomend? i make my models in blender so i want my engine to work with it without any major issues
btw do you know any good tips regarding level design?
Obviously if you are coming from a UDK background you should probably just stick with UE4. From what I understand it's mostly the same.
If you are working with Blender you may have some difficulty porting things into either engine. For UE4 for example, you can use FBX but you you have to be careful about how you go about exporting. This is not an issue with the engine, but with the FBX format being shit.
i own a maya 2011 non commercial license from my time as a student. Now i wanted to try the non commercial renderman and noticed it requires maya 2015. I looked at the pricing for the subscribtion model. im a hobbyist and cannot afford 185 Dollars a month. The licenses available are just edu and professional, nothing inbetween for the enthusiast... i do not want to use cracks etc. Is there a way to run maya 2015 past 30days trial?
Guys, I was wondering if anyone here has made a videogame? Specifically, an open world video game that allows you to interact with your environment, NPC's, and preferably other characters.
I was wondering how much this would cost to design something like a phone ap game that was an MMO, allowed you to congregate and chat with other players, and essentially interact with your environment? As of now, there really isn't any "quest" like content or story. The game I would like to make would be more of an interaction tool for game content and other players.... Comment too long. Click here to view the full text.
>>517441 Yes, it's gonna be expensive, due to the sheer amount of the project. Making a finish software is already a hard-tasking job. First - programmers side: For a 2d non-mmo game a single good programmer should be enough. Move on to 3d and with an available engine a single godtier or two good programmers should be enough to make a game like portal. Moving to a 3d mmo with a large open-world. Of course a single programmer could do it, but not in any reasonable time, you'd need more, you'd need(even if... Comment too long. Click here to view the full text.
>>517455 Cont. Second - graphical side. This is debatable and very variable, but I'd say an estimated cost for a game like Rose online, you know cartoony, artsy not very realistic and not very high-poly models(you said a mobile game). 3 modellers and 1 ui/concept artist. You know the prices here.
And finally a sound designer and a musician. You can buy the soundtrack from a producer/musician for a price, but you need a sound designer, usually 1.5-3 times the average wave of any country.
For the game you are describing, one or two good programmers could do it, but your description is not very thorough. Is there fighting, what is it, is it an rpg, fps, is it just a social game. Have you thought about servers, you need to rent servers, how many people would play it, your programmer needs to know how many people at any given time would play it, if he needs to build the infrastructure so that it's expandable, how much bytes for a packet, in what timeframe will the server recalculate.
I'm trying to create an architectural visualization of a building exterior with a glazed storefront, but I don't want to model the inside. Instead, I want to apply a material on the windows that will give the illusion of an interior. What settings would this material need to have to achieve such an effect?
Materials arent magic, how do you expect this to work? Just plaster in some images or billboards. You can put frosted glass in front if you need closer shots, that'll obscure the shitty interior a bit. But at that point you're better off just modelling it.
Hey, Unity3D/UE4 developer without art skills here. Often I commission 3D modelers when there're no assets on the internet to use or buy, however, I'm having trouble finding someone that can properly model a kid character that looks anatomically correct rather than an uncanny adult midget. Why it's so difficult? Most artists have a really good artistic background and can model a realistic adult/animal without flinching, but as soon as they have to model a prepubescent male/girl, you can already sense they really don't have an idea how their bodies work,... Comment too long. Click here to view the full text.
>>515909 You're part of the problem why artists suck so much with kid anatomy: Fear of being labeled as pedos. I'm sure Disney is full of pedos because of movie in pic related, look how realistic they wanted it, those sick fucks. Thanks society for making it so hard to do something that's supposed to be so simple and normal.
I'm thinking of biting the bullet and finally investing in a proper wacom tablet since I've wanted one since high school. What do you ZBrush folk recommend? Is $300 enough to get something not garbage?
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