Subdivision sketches: automotive details. This write-up is a brief look at how creating accurate shapes can make it easier to generate geometry that maintains a consistent surface quality, while also producing quad grid topology that subdivides smoothly. Which is important for surfaces with smooth compound curves and…
As promised above, this post is my tips about Cinema 4D's "Normal Tag"... In Cinema 4D, Vertex Normals (and thus, the 'smooth-shading' aspect of mesh objects) are normally generated and maintained by the "Phong Tag". The Phong Tag has options for setting a "Phong Angle" (smoothing angle) as well as an option to honor phong…
First off, Thanks and Ill do some fresh renders a little alter. I didnt do much with the above. Just a few different shaders and did a BPR. I plan on doing some high quality renders in max once i learn the ins and outs of Vray. To start from the top going down; I started modeling out of boredom and curiosity in 3ds max.…
I've used both, I mostly use ProBooleans now but I use regular Booleans out of habit or because some custom maxscripts/interface buttons use it. I'm sure over time people will update their UI tools and I won't have to use regular booleans any more. ProBooleans is a really nice refreshing upgrade to a feature that did need…
Thanks Tea! I finally finished up this little pillar break down. Now let me pre-phrase this breakdown and say that this might not have been the best way of creating this asset. I learned some valuable lessons on this one. If I were to do this asset again I would make some adjustments. Figure 1-C was the biggest problem. Im…
Well if this is going to be used in the scene, then you need to punch it up. You'll probably have a much easier time if you started over one more time. This time use floating geometry like Saidin said. If you use more floating geometry you'll not only work faster but it will be easier to add detail to each floating piece.…
I'm the one who learned Max and now learning Maya for my job too~ Maybe I can help you something, my job is focus the modeling path~ So I only tell about the different between modeling path and some basics~ And I'm using 3dsMax 2011 & Maya 2008 to telling the difference~ So maybe some of my advices are already outdated due…
WORLD MACHINE TUTORIAL Anatomy of World Machine Nodes Heres a quick description of how a World Machine node works so that this tutorial can make sense. Basically a node is just a box you plug something into and get something new out of based on the calculations of the node you used. Some nodes have an option for providing…
Again, I've pulled these from various places and find them useful. All credit goes to OPs. Right click on the snap icon for settings dialog, right click on any transform icon for the transform-type-in dialog, right click of any of the time-modifying icons (e.g. Play) for settings. Projecting a spline onto a mesh: Create a…
Information You Should Know About the Polycount Forum Here are some things you should know about the Polycount Forum. New Members Welcome to Polycount! Please reply to this thread with a little info about yourself. Can't send messages? You need to confirm your email address before you can send private messages, change your…