A brilliant collection of awesome textures for faces, armour, clothes, weapons. Is able to create normal maps from high res models. Will be used as general modeling software, UV-mapper and rendering software. Is extremely expensive but there's a 30-day trial available. This program is the king of modeling software. From the same company that made Autodesk Mudbox. Zbrush or Sculptris could also work but we'll be using Mudbox. Will be used to sculpt our models (see explanation below). Is pretty expensive but there's a 30-day trial available. From the same company that made Autodesk 3dsMax. This is a colossal waste of time, and a killer to flow. Synchronizing the structures of 4+ folder trees by hand sounds like very tedious and pointless busywork, and it would be particularly annoying if artists would have to navigate from one package’s deep folders into another one’s equivalent folders often quite a few of them wouldn’t figure out to change the name of the root folder in the address bar, but instead go all the way up, then all the way down the folder structure. An advantage of a mirrored tree is that a script can replace a single root folder in the path string and end up in the right place. Mirroring the whole tree for each package wouldn’t be a bad approach IF it was automated. Versioning by hand does tend to result in quite a mess, not to mention the potential for horrible mistakes, especially on the network… So if mess is an issue, you could try separating the shot assets into subfolders by package. Moving over to versioning in Perforce has made things a lot tidier for us lately. If it gets too messy, we add max/maya subfolders to the shot/sequence folder. It depends on the project, but shots or at least sequences tend to be separated into their own folders anyhow. We did not notice their files conflicting in any way. For example, if Max/Maya/Zbrush were used in making a model asset, the model’s folder would have 3 files in it. We mostly use the same folders for all related packages. Every Scene would need a new folder structure and every shot would need to be another scene “file” as there is no such thing as RenderLayers in LW.Īnyway… Keeping those things in mind. Using Maya’s RenderLayers, I can even work on multiple shots in that scene without changing my structure. I can basically have 1 Maya folder per project. With Maya’s structure I can basically work on multiple scenes without changing the default file structure (scenes\SceneNameA_01.mb, SceneNameB_01.mb).
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