But alas, I'm an artist, so I tend to follow my heart and not my brain sometimes.Īs for how I wound up doing this for a living – it was basically just a random chance. I suppose if I was smart, I would pick one and focus on it, as our trade is getting quite specialized. Hard surface modeling is my primary skill set, and character and creature work is my secondary skill set, which I mostly do for fun in my free time. I've been working in games for a while – my first project shipped in 2004 where I helped out as a character artist intern (Harry Potter and The Prisoner of Azkaban on PC). If you really want to know how Maya is with hard surface modeling, give it a whirl for a few projects and see if its design approach jives with how your brain works.Hi, my name is Trevor and I'm a 3D game artist currently residing in Los Angeles. In my experience, most people who complain that Software X is worse than Software Y tend to have significantly less mileage in X, and are still in the mindset of "why doesn't this software work the exact same way I'm used to in my preferred software?" and then make a biased judgment based on that (usually negative). Not a surprise but, people produce better and faster results with software they have the most skill with. This isn't better or worse just different. Max requires you to be very deliberate with your components and essentially ask for permission to start an operation, then declare when you are finished. For example, Maya lets you do whatever you want to whatever you have selected, for the most part, and it will try to guess what you are wanting to do (context-sensitive tools). These three programs employ different ways of thinking to get the job done.
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