Am I still tinkering with this? Yes, I am. It's fun to jump back to this every so often. I might call it soon. I'm taking time and enjoying the process instead of rushing through it. More animations, tweaked lighting, and a game screen that moves. #3dart
I'm building Lila: a free 3D app for games and film, with Maya's workflow, for any engine.
Model, retopo, unwrap, bake, paint, rig, animate and build worlds in one app, then send it to your engine, with a live link to Unreal.
https://t.co/dPASt8W3OQ
@JohnLogostini its a full conversion, I setting it up to pair with the maya kit that went viral a bit ago. it supports most of the programs features with some fun twists and direct zmat support :)
I think what disgusts me most about this sort of thing is the affect of an actual painting. All those “brushstrokes” suggest effort, prolonged hours of concentration, a skill set. But there’s none of that here. Pure poseur bullshit
For the last 15 years, I've been building tools for Maya.
About 12 years ago, I started rethinking Maya from the ground up and wrote a plan to reinvent every tool. The original dream was a single, all-in-one product that would change everything, and I spent years working toward exactly that.
But a product that ambitious was always years away. So rather than make you wait, or just release small products, I decided to release it the way it should have been all along: as a series of focused tools, each one reinventing a different part of Maya.
This is the first: a sculpting toolset that brings powerful, GPU-based modern sculpting right inside Maya, no round-tripping to another app, no breaking your workflow.
And this is just the beginning!
https://t.co/7zpiBFEzUd
A friend told me once that when someone asks what you do, you should tell them a hobby, not your job. Post-Gamescom, I’m trying to be a bit more present in my own life. Starting with a much-needed trip with family.
So awesome reading that so many people enjoyed seeing #GuildWars3 at gamescom, there is so much more to come! Proud of this team and what we are making.