Hey all. I'm back! ish.. sort of. Took a gig as CTO of a startup in London. They're working away on the product now, so I'm in a bit of a limbo state (stuff I want to work on isnt needed for a while). So I'm going to throw some indie stuff together in the meantime. I started looking at modern "next gen" art pipelines for characters and models and the like while I was thinking about what I wanted to do and I'm *really* blown away at the sheer capability and quality of art tools now. Even a relatively clumsy old programmer like me can produce some not quite so retarded art these days! I remember starting back when 3D Studio was just that (no max in those days). But wow, now stuff like uv unwrapping is a breeze (3D Coat being the best there), lightmap baking easy (max does ok there, but I use unity for buildings) and character modelling is even fun (zbrush and mudbox ftw there). Stuff like retopologizing (3D coat, topogun) helps to create low poly, then use mudbox or zbrush for texture baking (mudbox I prefer there). Most people seem to use highpoly (3ds max) and then bake normals onto lowpoly (using xnormal, crazybump, 3d0). Even visualising seems easy now (marmoset toolbag, xoliul shader). I mean wtf? Since when did art get so damn easy? In which case, why are most indie art assets so shite? I mean look at the Unity asset store. Most stuff on there is tragic. I might even storm the asset store with some stuff to make a few quid while I work on the details of my code. Practice on some generic props and sell em via the store. So anyone who complains about art being hard to get.. man you just need to get some of these shiny new art tools out there. Hell 3DCoat is only like 300 dollars or so. It does most all of the 3D sculpting stuff, great retopo and excellent UV layout! Get that and blender and you're golden! Sheeesh, you kids. Dont know you're born. We used to eat coal etc.