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ZephyrSouza

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  1. It is a shame about max but its not a big deal. The biggest hurdle atm is the fact that SL uses DAE which is a outdated and simply a terrible file format. No matter what I do it wont input my textures and I haven't figured out how to apply textures ingame. I cant even be sure dae isn't trashing my UV's or not. Im not sure what your even talking about anymore. Thieves guild? The reason Max is used so widely among companies is that their art pipelines rely on it being used. Rigs, proprietary tools, plugins, scripts etc have been made to work with Max for 20+ years. There's no reason for them to go to other software. If anything these jack of all trade software's are going out of style and specialized tools are becoming more and more popular. RizomUV, Simlygon, Substance Painter/Designer are to just name a few. Max/Blender are nearly the same at this point in terms of what it can do. Each has a few niche differences. Mainly with the UI and general controls. Blender went off and did its own weird thing, while every other software i know except Zbrush has kept with the Autodesk standard. Another big reason why Blender isn't used in the professional industry is because Autodesk owns the fbx format. They change it every year so software like blender cant really keep up with them on purpose. Most engines are made to work with primarily with FBX as its the most standardized format. It contains all the information you could ever ask for and is compressed alot more that say obj.
  2. Pretty big actually. As someone who works in the industry I know how much its used. Zbrush, Maya, 3ds Max are the main softwares used by professional game, simulation and VFX companies. Blender is easily accessible but the problem with it is the fact that its not the standard for anything. Just because something has more users doesnt make it a standard tool. I will use the docs and see what I find out. Thank you for the links.
  3. Max is industry standard so its being used frequently among most professional companies. Lack of max compatible resources is a shame, but not a show stopper. Most of the tutorials/Guides ive found are out dated or lacking the supporting pictures/documentation because the links have expired by now. Even on the wiki they have expired pictures. If there is a standard guide that is suggested I would love a link. In the meantime i will fiddle with it on my own and figure things out as they come up.
  4. Hello Chic, Thank you for that information. I will go ahead and check them out tonight. I also looked into Avastar and shame its basically a blender project file. Do you know of any Max compatible rigs? Lastly in your experience how do you find the over all workflow for creating assets? I briefly skipped through your videos and there doesn't seem to be any configging for assets. Is that true or am I just missing something?
  5. Hello, I am a artist who has worked in Unity/Unreal and other engines over the years. I use a mixture of zbrush and 3ds max. I have been unable to locate a proper pipeline to get assets into SL. Is there a general guide from a basic static mesh to clothing? A tutorial on the underlying tech for the bento avatars and how clothes work for them would be fantastic.
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