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EoinCannon posted:I've found that mental ray is pretty much the same deal as Vray, although I'm no expert with either. They're both raytracers with similar GI methods (although I've found vray's easier to understand) and use specialised materials. The A&D material is pretty much the same deal as the Vray material, although vray seems to do glossies better. You obviously know your vray so I don't think you would have trouble with mental ray. There's also tonnes of info/tutes out there on mental ray. Alright then, thanks for the info. I always had the idea MR was kinda inferior to vray, even though i never used it.
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# ? Jun 19, 2010 17:11 |
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# ? May 30, 2024 00:49 |
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International Log posted:Alright then, thanks for the info. I always had the idea MR was kinda inferior to vray, even though i never used it. My opinion would be that MR is inferior to vray, but you look at the work that people create with MR and it's certainly top quality. I think vray might be quicker and easier to get the same results though.
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# ? Jun 20, 2010 00:26 |
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EoinCannon posted:but you look at the work that people create with MR and it's certainly top quality. I think vray might be quicker and easier to get the same results though. I think this is down to how prolific MR is across AD applications than anything else, with people forcing themselves to learn how to deal with its bullshit because it's right there. I'm having massive problems with MR and literally can not get the gently caress away from it with Softimage. I'd wait for 3delight to be updated for 2011, but it may be 2012 by the time it is. Our studio is supposed to be on the Arnold beta, but it's actually up to one guy, and he doesn't see it fit that I should be allowed to actually get hold of it. Basically, the rendering world is a loving closed door to me right now. What is it like on the other side? [edit] Oh nice, 3delight for 2011 should be in a few days. gently caress off, I got work to do. tuna fucked around with this message at 11:55 on Jun 20, 2010 |
# ? Jun 20, 2010 10:54 |
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Hey folks. I wanted to see if any of you 3D goons could give me some advice on finding a job in a city that I don't currently live in and have little to no connections with. I'm currently in D.C., but as there are very few game/film animation opportunities, and coupled with the fact I've lived here forever and want to leave, I've been looking for a way out. Ideally I'm aiming for California, but I'm poor and flexible, so nearly anywhere would work. Since I'm attempting to be somewhat responsible, I don't want to up and move before I have a job squared away, although it is a possibility since I'm getting pretty antsy (and have enough money saved up for a move + a few months' rent). I'm primarily trying to get into character animation, but any bit of the pipeline will do right now (my interests from highest to lowest probably go animation > modeling > lighting & rendering > texturing > whatever else). I'm a year out of school, and have only been able to land a few short freelance gigs here and there. Lately I've been sending out resumes (both solicited and not) left and right, but haven't gotten anywhere. So basically, how does one get one's foot in the door when you're (a) not in the city/state you're trying to get to, (b) have little to no contacts in those places and (c) are kind of bad at networking to begin with. I have a portfolio site so you guys can see where I'm at (and possibly offer tips on stuff I need to work on). I'd be grateful for literally any advice.
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# ? Jun 21, 2010 20:56 |
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Octagon N posted:Hey folks. I wanted to see if any of you 3D goons could give me some advice on finding a job in a city that I don't currently live in and have little to no connections with. I'm currently in D.C., but as there are very few game/film animation opportunities, and coupled with the fact I've lived here forever and want to leave, I've been looking for a way out. Ideally I'm aiming for California, but I'm poor and flexible, so nearly anywhere would work. Since I'm attempting to be somewhat responsible, I don't want to up and move before I have a job squared away, although it is a possibility since I'm getting pretty antsy (and have enough money saved up for a move + a few months' rent). I'm sure many here will have a lot of advice, but I'll just say that you'd be surprised who will return your emails. Start digging and actively emailing HR people and artists at companies. Before you email, research the company and watch/play/look at their work, form opinions about it, and express them in your emails, and generally strike up communication. Here's a recruiter at ReelFX in Santa Monica to get you started: http://www.linkedin.com/in/robinlinn robin.linn@radium.com He started as a sculptor for Hanna Barbera, recruited for Sony Animation for years, and now works at Reel. His job is to email, network, answer questions, give feedback on reels, etc. Ask him the same questions, see what he says.
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# ? Jun 21, 2010 23:30 |
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Hey Guys, thought you might be interested to see our new website - http://www.ten24.info/index.php/Blog/ We'll try and keep the blog updated with cool stuff, both from commercial projects and personal stuff
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# ? Jun 23, 2010 17:10 |
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Just a quick nitpick -- in your About section, you refer to a "Portfolio" tab. The tab itself is labeled "Work." Otherwise, neat!
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# ? Jun 23, 2010 22:02 |
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Furious George posted:Hey Guys, thought you might be interested to see our new website - http://www.ten24.info/index.php/Blog/ Looks pretty sweet, as a fellow Sheffield goon and current 3d modelling student I will be keeping it bookmarked.
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# ? Jun 24, 2010 15:00 |
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Cheers, i'm actually in Brighton now, we're working as a kind of informal network of freelancers, seems to be a good way to do things right now. We can keep our costs so minimal and pass on the savings, but at the same time we can take on bigger projects than we could individually.
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# ? Jun 24, 2010 18:51 |
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mutata posted:Here's a recruiter at ReelFX in Santa Monica to get you started: http://www.linkedin.com/in/robinlinn Thanks for this! Sent him an email, and gave me a reason to update my LinkedIn profile.
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# ? Jun 24, 2010 18:58 |
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Octagon N posted:Thanks for this! Sent him an email, and gave me a reason to update my LinkedIn profile. Best advice I can give you, which is what I did, having no college experience, no reel and being nuts. Try to move out to a city that has VFX industry, in my case it was LA, and try to find a job in a studio, Render wrangler, I/O, Assist. All of those jobs are a great way to start on a career. It's not an easy road, but it's definitely the best decision I could have done. And now I'm completely debt free
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# ? Jun 25, 2010 18:27 |
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Hey 3D thread, I just finished my run at Full Sail(I swear it isn't as terrible as most people say, but it's no CalArts) and I finished my demo reel. I just wanted to see what you guys thought. http://vimeo.com/12864490 I'm more than likely going to get rid of the walk cycle on there.
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# ? Jun 26, 2010 02:51 |
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Cant stand the music at all, but all the norman rig stuff looks really good. Its not really my field but i was impressed by the animation, nice weight and flow to it walk cycle does stand out a bit, moreso because it's the only thing not done in the other style. cubicle gangster fucked around with this message at 03:04 on Jun 26, 2010 |
# ? Jun 26, 2010 02:59 |
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Veretas posted:Hey 3D thread, I just finished my run at Full Sail(I swear it isn't as terrible as most people say, but it's no CalArts) and I finished my demo reel. I just wanted to see what you guys thought. http://vimeo.com/12864490 Yeah I'd ditch the walk cycle. It's fine, but it's the only piece that is out of place and really your other character animation is good enough that you don't need to show a walk cycle. That's kind of implied. Other than that nice work. Short and to the point. Also I would get rid of that video game style theme. It's irrelevant to the work and is kind of distracting.
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# ? Jun 26, 2010 03:00 |
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SPACE CARBS fucked around with this message at 06:04 on Sep 2, 2010 |
# ? Jun 26, 2010 03:27 |
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SPACE WEED posted:I could do with some reel reactions. I'm not technically a 3D artist, I'm a motion graphic designer, but I happen to really like using 3D in my work. Good stuff, quite like it. I'm a motion designer as well, though I usually stick with 2d out of sheer incompetence. I'll PM you my reel, curious for feedback from another designer! (If you've got a minute to spare, that is)
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# ? Jun 26, 2010 05:48 |
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SPACE WEEED: Nice reel! Just one comment, and this is being really nit-picky, but I thought it was a little fast. It works for the visual effects, but I kinda wish I could take a better look at your models and stuff. Then again that's more what a website is for anyhow. Veretas: I agree with what everyone else is saying, ditch the video game theme. Pretty good animations though. Since everyone's dropping demo reels, I thought I'd share mine as well. I could really use some critiques. http://vimeo.com/11584396
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# ? Jun 26, 2010 06:37 |
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le capitan posted:SPACE WEEED: Nice reel! Just one comment, and this is being really nit-picky, but I thought it was a little fast. It works for the visual effects, but I kinda wish I could take a better look at your models and stuff. Then again that's more what a website is for anyhow. The gun with the belt strap seems like it's the weakest of the bunch in terms of hipoly modelling, The robot is real nice though, the animations too.
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# ? Jun 26, 2010 06:46 |
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SPACE WEED posted:http://tinyurl.com/37ygb42 It'd be great to see some longer pieces in the motion section as well. Travakian posted:I'll PM you my reel, curious for feedback from another designer! (If you've got a minute to spare, that is) Throw it up. Mine's about 15 posts back in the Cinematography thread. butterypancakes fucked around with this message at 06:59 on Jun 26, 2010 |
# ? Jun 26, 2010 06:56 |
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butterypancakes posted:Throw it up. Mine's about 15 posts back in the Cinematography thread. E: post gone. Ohno! Travakian fucked around with this message at 05:34 on Jun 27, 2010 |
# ? Jun 26, 2010 07:20 |
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Travakian posted:Welp, here goes. Would appreciate if you guys could not quote the url, going to edit out in about a day's time (after ample feedback garnered); kinda e-paranoid, likely without just cause. Pretty good work. The odd thing is that it doesn't have quite the zip/pop in the timing that most motion graphics have, but that's not bad. The only reason I mention that is that using a big band style tune kind of jars with the smoother slower animation. So, in short, maybe find a different audio track?
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# ? Jun 26, 2010 08:25 |
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Veretas posted:Hey 3D thread, I just finished my run at Full Sail(I swear it isn't as terrible as most people say, but it's no CalArts) and I finished my demo reel. I just wanted to see what you guys thought. http://vimeo.com/12864490 Hey buddy, good work! I'll give to you what I got from it, if you're interested in fixing any of it. piece #1: Watch out for IK arms and stiff, crappy hand poses on the guy screen left (also his arm passes through his body on the arc). Also watch out for his first major key pose as it seems very "forced" for the camera which reduces its appeal as it isn't very natural. Also watch out for his eyeline, which seems to look below the other character's head for a while. If that was intentional it doesn't read quite right yet, so really dial in the expression you're going for. Guy screen right is better. I would improve his arc on his right arm for that gesture, but again he's suffering from really bad hand poses throughout. The way he holds the bottle, the pose his hand has when it hits his main key pose, the way when it drops down it goes into a completely default norman rig default pose, etc. Also watch out for the characters when they're not delivering lines, as you tend to make them go completely dead. It's okay that you might not want to draw attention to them, and sorry to use this maxim, but: acting is reacting. Those deadpan "waiting for the other actor to deliver their line" pauses is just plain bad acting, by forcing the guy delivering the line to be the concentration of the shot. It's a lot more interesting when that is reversed. In fact, a lot of things are more interesting when you take the obvious, then reverse it. On the acting front, you could do with a lot more work. There's no dimension or subtext or subtlety to the acting, they literally deliver their lines one at a time and it's like a crappy soap opera. Piece #2: Again watch out for the eyes. It's obvious you're using a look-at target that doesn't do much moving. Again with the lazy hands! Again with the acting? It comes across as a bit vaudeville. Try not to do things twice in a row, especially if they're exact impressions of what he's saying. (the hang gliding impressions). walk cycle: Agreed you should take it out, or replace it with a walk that isn't a cycle. Make each step individual, add some acting or some really interesting show of weight to it. Show off your skills, don't just explain how you can do basic cycles. piece 4#: Main complaint would be the suck up the tube, have a ton more offsetting and overlap. It looks like his cog just zooms up, but his head would be sucked up first, then his shoulders/upper torso, then waist, cog, then legs would literally be pulled by the rest. If you're looking for a job in making things move, make sure the most simple of (character) movements isn't just a linear translate. The main message I want to get across on your reel is that you need to show off yourself, show how awesome you are at complex or interesting weight transfer. Show how interesting your acting can be, don't rely on boring, cliche, dull acting choices. Otherwise you're not selling yourself and it comes off as any other student reel. I have no problem believing that you'd do fine working under the right supervisor, however. But you've got to give them a reason to think that.
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# ? Jun 26, 2010 08:46 |
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le capitan posted:SPACE WEEED: Nice reel! Just one comment, and this is being really nit-picky, but I thought it was a little fast. It works for the visual effects, but I kinda wish I could take a better look at your models and stuff. Then again that's more what a website is for anyhow. Showing smooth shaded models is good, but I'd overlay a wireframe for at least part of the time they're on screen. It's just nice to see for judging geometry and edgeflow. I'll throw up some poo poo as well: http://www.worthdayley.com Reel and link to higher-res vimeo is on there.
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# ? Jun 26, 2010 10:29 |
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tuna posted:Alright, thanks for the fantastic critique! I can't believe I never noticed the guy's hand passing through him, no one else saw it either. I'll be sure to go through those assets and work on the hands and eyes for sure. I do want to start doing new pieces though, I'm starting to worry about getting stuck fixing up what I have forever. I really appreciate the sentiment that I could land a job at some point though.
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# ? Jun 26, 2010 19:57 |
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Just have to say that I am really inspired by the reels being thrown up recently. I'm pretty new to the 3d modeling/animation game and this is the kind of thing that you need to grow. Thank you all for sharing! Furious George posted:Hey Guys, thought you might be interested to see our new website - http://www.ten24.info/index.php/Blog/ Checked out the free tutorial (b/c I'm a broke graduate student). Thanks!
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# ? Jun 27, 2010 03:21 |
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Wannabe prop/3D games artist here. http://www.gingerchris3d.com/ I'm kind of coming up against an ideas block for poo poo to model now that I've finished my latest, an L85A2. I'm thinking I need more variety of an environment manner but I am honestly stumped for ideas and even where to start on that front. Maybe I just need some inspiration. I only mention environments because there seems to be a lot of that kind of work available.
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# ? Jun 27, 2010 13:15 |
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Find a photo of a street corner, then recrate it. You shouldnt need to find inspiration, it's all around us man! Search flikr for something like 'urban' and straight away you get : http://www.flickr.com/photos/khaledak/2973336478/ http://www.flickr.com/photos/sameli/140128410/ You've also got the 'buildings' category on here - http://www.cgtextures.com/ And theres always google street view if you want to do a row of houses. edit: comedy option - recreate park guell in cryengine: http://en.wikipedia.org/wiki/Park_G%C3%BCell That being said, I really like the revolver and the bass
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# ? Jun 27, 2010 16:51 |
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cubicle gangster posted:edit: comedy option - recreate park guell in cryengine: http://en.wikipedia.org/wiki/Park_G%C3%BCell And lo and behold, I am inspired by the iguana/dragon thing on a staircase, looks like a fun bit of architecture to replicate. Of course today I just found out that I may have some actual work on the horizon, so I saved as many images as I could of that dragon staircase for a later date. Thanks brah Incidentally, I'm glad the Fretless Bass is still getting some love, it's my earliest model on the site and I was considering taking it down.
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# ? Jun 27, 2010 23:34 |
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cubicle gangster posted:
That was in one of the levels on Tony Hawk
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# ? Jun 28, 2010 10:41 |
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Which one? I dont remember it. I just thought, has anyone ever tried recrating 'la sagrada familia' in cg yet? I know we've had a few cathedrals done but i've never seen someone attempt this... http://en.wikipedia.org/wiki/File:Sagrada_Familia_02.jpg
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# ? Jun 28, 2010 12:39 |
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I think that would be alot of Zbrush/Mudbox work!
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# ? Jun 28, 2010 14:30 |
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cubicle gangster posted:Which one? I dont remember it. I think it was from THUG2 the barcelona level
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# ? Jun 28, 2010 15:25 |
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I suck hard at texturing as I can't really draw. I'm doing some sci-fi set pieces for a hobby MMO project. Does anyone know any good tutorials or books that could help me in this? Also, I normally just use 3ds max and Photoshop, is Z-Brush necessary for architecture?
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# ? Jun 28, 2010 19:07 |
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Boz0r posted:I suck hard at texturing as I can't really draw. I'm doing some sci-fi set pieces for a hobby MMO project. Does anyone know any good tutorials or books that could help me in this? Also, I normally just use 3ds max and Photoshop, is Z-Brush necessary for architecture? I've only ever watched their program training dvd's, but Gnomon's has a beefy environment and props design series. http://www.thegnomonworkshop.com/store/category/44/Environment-Design
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# ? Jun 28, 2010 19:39 |
http://www.racer445.com Guy has some pretty good hard surface video tutorials for free, they're pretty drat good and entertaining. You could also check out Eat3D's videos.
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# ? Jun 28, 2010 19:45 |
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Ratmann posted:Hay Houdini goon, fun times with wedge rop. the thing that always bothers me with liquid-advection particle animations is the graininess, i did a little one of my own and since my school has nuke installed on the network i could use the lovely new furnacecore plugins which feature a brutal motion blur generator which works PERFECTLY for this sort of thing not sure if you have seen this but this guy was up to 400 million particles http://forums.odforce.net/index.php?/topic/8471-eetus-lab/page__st__24 yea sure he had 1800 resolution .i3ds and custom GPU scripts to generate them but hey, whatever it takes, theres some fantastic theory behind his generation too
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# ? Jun 29, 2010 20:31 |
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Notbuckethead posted:not sure if you have seen this but this guy was up to 400 million particles This forum destroys the poo poo out of my work and home computer, either ie or opera. Doesnt load properly (does the site, but when it gets the posts it dies) and pretty much hard locks my system... Did he post a seperate image of each particle or something?
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# ? Jul 1, 2010 13:22 |
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Does anyone have an opinion of RIT's 3D Digital Graphics course? Friends and professors alike have been practically throwing me at them for some time, but it can't hurt to hear a little more. Consider me a bottom of the barrel newbie at the moment. I'd like to create assets and characters ( possibly for video games ) but not necessarily animate them. Is this a pipe dream? Are architectural modelers expected to animate as well as Animation majors to stay competitive? Are they considered to be the same thing? ie: Do the same guys who punch out Zbrush models for Mass Effect go on to animate them or is that a different job entirely within the same team? What would I even call myself in the industry? FidgetWidget fucked around with this message at 15:52 on Jul 1, 2010 |
# ? Jul 1, 2010 15:49 |
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Your exact job does exist - no need for animation either. Theres very few people expected to do more than one specific job unless you're at a really small studio too, I wouldnt worry about it. You will have to model for animators though, which brings in some rules so the models deform properly (all quads etc) so you should start learning with that in mind. cubicle gangster fucked around with this message at 16:57 on Jul 1, 2010 |
# ? Jul 1, 2010 16:51 |
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# ? May 30, 2024 00:49 |
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Edit: Nevermind.
Travakian fucked around with this message at 06:08 on Feb 24, 2011 |
# ? Jul 1, 2010 17:10 |