If you've been keeping up with my blogs for the past year you may know that I've done a Max vs. Maya blog before. When I looked back at this blog I wanted to do an "updated" version. I still agree with my stance in the previous blog but I feel that throughout the rest of my time here at UAT, I've learned a bit more about each of these programs that should be taken into account, as well. You can call this an "almost graduated student’s advice about Max and Maya, with a pinch of advice on other programs too."
I'm approaching my final semester here and as always I'm attempting to be the best designer I can possibly be. I've actually gone through most of the design courses at this point, and I can program at least well enough to prototype. But I feel if there's any area I'm lacking in at the moment it's probably the Art department. I've taken some of the art classes here but I still feel like I could do more. So just as a matter of being well rounded, next semester I'll be taking Game Texturing and frankly I'm really excited about it. When you look at game textures outside of the game, or rather the model they're used on they can look a tad... bizarre.
I figured it would be fun to give a teaser of my Red Riding Hood project. It's been a long time coming working on a game ready 3D model of the character in Zbrush and getting everything to look just right to go back to low poly modeling. This week I've actually been focused on textures, so it seemed like a fun idea to share where I'm at so far.