a couple of models I wanted to do whilst on break from work. I plan to make lows, unwrap and texture them at some point in the future (dependant upon work.) Infact the lowpoly for the liquidtank has already been completed and unwrapped.
The grip has been widened since these shots, the change can be seen in the last viewport grab.
Haven't modelled in quite a while so these have just been a bit of a refresher, under advisement I complemented them with an entire printout of the 3ds max command list and combed my way through that. It was amazing how little I knew of the program until it's all there in front of you. I plan to get cracking on something alot more complex to really familiarise myself with all the tools available. I'd advise anyone who feels as though they're taking too long/using rather obtuse methods to get results to do the same.
edit: This is pretty much a requirement if working professionaly
Great modeling you have there, what kind of shader/light setup are you using? I like the presentation of the models.
On the viewport grabs it's just a standard max mat set to 60 spec, 16 gloss. For the renders it's truly nothing fancy, I take a quick render with an extremely dark material (10,10,10 this time) but a high spec, you can give the specular any colour you'd like here it doesn't matter. Then apply a light basic material with a single skylight + light tracing enabled, then it's just a 2 second job of overlaying one over the other in photoshop.
On the viewport grabs it's just a standard max mat set to 60 spec, 16 gloss. For the renders it's truly nothing fancy, I take a quick render with an extremely dark material (10,10,10 this time) but a high spec, you can give the specular any colour you'd like here it doesn't matter. Then apply a light basic material with a single skylight + light tracing enabled, then it's just a 2 second job of overlaying one over the other in photoshop.
Conversely, if you feel frisky, you can plot in mental ray as your renderer, and pick Ambient/Reflective Occlusion as your diffuse, set its bright to your base colour, and up the samples to 64.
That way you don't have to boot up PS..
EDIT: Also throw one in your specular slot, with a bright value that corresponds to your spec value, in this case 60 60 60..
took a free hour and baked the revolver. There's a couple of small errors to sort out at a later date (namely a few 1px artifacts in places). Here it is in the 3ds max viewport, triangle count is 6320 including 6 instances of the bullet:
took a free hour and baked the revolver. There's a couple of small errors to sort out at a later date (namely a few 1px artifacts in places). Here it is in the 3ds max viewport, triangle count is 6320 including 6 instances of the bullet:
very nice but I don't understand
you said six instances of the bullet yet I only see five loaded(only 5 possible bullets as well).
Might just be a noob talking here but there seems to be a bullet missing from your count unless it's somehwere where I don't see it.
Replies
Haven't lost the touch!
edit: This is pretty much a requirement if working professionaly
I admire your sexiness. *Bow.
For the view port shots, I'm 99% sure its the 3Point Studios shader
EDIT: nevermind, its not baked, so I have no idea.
On the viewport grabs it's just a standard max mat set to 60 spec, 16 gloss. For the renders it's truly nothing fancy, I take a quick render with an extremely dark material (10,10,10 this time) but a high spec, you can give the specular any colour you'd like here it doesn't matter. Then apply a light basic material with a single skylight + light tracing enabled, then it's just a 2 second job of overlaying one over the other in photoshop.
Conversely, if you feel frisky, you can plot in mental ray as your renderer, and pick Ambient/Reflective Occlusion as your diffuse, set its bright to your base colour, and up the samples to 64.
That way you don't have to boot up PS..
EDIT: Also throw one in your specular slot, with a bright value that corresponds to your spec value, in this case 60 60 60..
Whats the tri count?
I use a script called Grab Viewport,(Google it...) very handy!
very nice but I don't understand
you said six instances of the bullet yet I only see five loaded(only 5 possible bullets as well).
Might just be a noob talking here but there seems to be a bullet missing from your count unless it's somehwere where I don't see it.