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marque_pierre

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Posts posted by marque_pierre

  1. Gamasutra is gonna run my fucking article later this week!!!!!!! Just heard it now!!!! Not all bad, huh? Mapcorian done good!!!

    I know you don't care about my Develop articles, but GAMASUTRA!!!!! Doesn't get better than that + these are a few of my own thoughts! Yay!!!!

  2. My main is a 60 Nightelf hunter. And has been 60 for quite some time. My alts are a 30 something (don't play him much) tauren warrior and a 15 nightelf rogue both on Thunderhorn. But I so love to play the hunter class. Dropping people in 3 shots before they even get close to you. So I rarely play my alts. Just high instance raids with the main. Good fun. I hear crack is good too...

  3. Actually if I could have the G repeat last action command from Maya, I would be perfectly content with Max as a modeller.

    This is what I do for medium to higher poly modelling. Make sure you know the deformers and the primitives (all of them not just the basic ones) by heart. Depending on what version of Max you have (after 5 the Booleans really picked up), get a Power Boolean plugin (optionally).

    When I model something I try to block it out of as many primitives as needed to make the shape. Just slap them together, like building with crude building blocks. Then finetune then into the shapes they need to be with the deformers. No, don't flatten the stack just yet. At this ppoint you have great influence over your polycount and resolution density. After some tuning, you have what you want, and it is still perfectly quaded and all neat geometry. Which is the major plus to this technique. Then you weld everything together with the Boolean operations. Which will effectively flatten the stack of course. Tidy up the vertices, and you are done. Works particularly well for organic and odd shapes which can be hard to keep the geometry neat and quaded on.

    The drawback on this techniques is that Booleans normally create incredibly nasty and messy geometry with stray vertices and edges all over the place. But the Booleans in Max have come a long way, and they are actually useful now.

  4. I refuse to acknowledge any other game than WoW. There is only one goal in life, to dow Ebonroc tonight!

    I feel like Homer Simpson sleepwalking to the friedge... "Uhmmm. Unexplained bacon/WoW!" I wonder what raids are on tonight. What server do you play on Zacker? I rule the alliance hunting class on Thunderhorn with an iron fist, or should I say bow...

  5. Ouch man. Sorry to hear about your troubles. Your work is great, though. Where about are you located, and are you willing to relocate if needed (across seas, if possible)? I'm not in the industry, but I know of a few development studios seeking people, but they aren't European based. :(

    Sure thing Squirrel. I am game for anything. Have lived across a few different countries as it is. The search is more or less global.

  6. Yeah, so my life is down in the shitter. Divorce, arson, backstabbing, you name it. Gotta put my masters degree on the backburner for a while, find a job and finish the rest of it as and when it can be done. Man I feel cheap and stupid for saying this:

    So right now I am gonna revamp my portfolio. Most of the stuff there is about 2 years old anyway. And then hit the global job market with full force in search of a gig as a texture artist or environment artist. So dear and resourceful Mapcorians, if you hear of positions opening at the junior levels, I would very much appreciate a heads-up.

    plug>

  7. I have not tried any of the dedicated modellers like Silo and Modo yet, but in my opinion, the superior Booleans and deformers in Max beats the pants off any of the modelling tools in XSI, Maya or Lightwave.

    Or perhaps that just the way I work. And I am not a Max fanboy by the way, but for modelling it is good and fast.

  8. Cartoony can be really hard to do because it challenges your imagination. You have no reference material. Realism is easier because everybody knows how wood looks in terms of colour, shine and bumps. Cartoony, there you have to invent a whole new reality and fit that together. And there are no reference materials for you, in fact, if you start looking towards realism while working, it will look awful. Painting a colour map is easy, but fitting that surface information together with details on shine and bump and what not is a delicate balance. Something I still need to work out for the above style.

    No, I am not making Animal Crossing for Source. I am just a texture artist, I wanna make 1001 different styles, that is all I care about for now. Let others make it into games...

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