So I have been away for a while, however during that time I have learned a lot. I have been watching and reading tutorials for all the different things I wish to achieve (in between other project deadlines).
For creating splines for my capstone I looked at Smart Splines which were absolutely amazing, however, you had to purchase them for $40 and since there are hardly any vines on my creature I don't think it would be worth it. Therefore I've decided to just work with the normal spline tool. Because of that I have found a couple of tutorials that will help me with creating that.
Other Spline Tutorial:
So tomorrow when I am able to head to the labs I will start to plug that together. In the mean time I have been modeling a quick vine that I hope to make tile when it splines. Nothing too crazy since the mesh doesn't matter, however I'm not sure how many edges there need to be for it to be bent around, therefore I added a couple to see if that has any effect.
I don't think I'll be able to do any weight painting for this however I have watched a couple tutorials so outside of this project a little later I will also be tested it, and still be posting here.
Now onto which program I am going to use for texturing. I've decided to use 3DCoat, after watching a bunch of tutorials I think it will work a lot better for what I am doing. Mostly because as your painting it shows you live updates, where as with Photoshop and Maya, and Quixel, you have to save and update it to see what you've done. I think this will help a lot especially with work flow.
Game Development Student learning how to proficiently use Unreal Engine, 3DCoat and/or Quixel