Hello everyone I am having a strange issue with my Maya scene file, I have searched the interwebs for a long time and could not find an answer. Whenever I have nothing selected and press "F" to zoom into scene my camera zooms out very far in all view port as well as new cameras. The scene will also not orbit around objects…
This video is my spin of the initial city scene test camera shot that was in Ubisoft's original trailer of Assassin's Creed. My trailer itself will be totally different but I loved the grandeur of that very first shot so wanted to recreate it in iclone. This sscene combines prop elements from the packs listed earlier in…
Added a bunch of random clutter items to fill out the scene. Kinda wanted to be done with this by now but I'm having fun making stuff. mostly worked on some smaller assets on the walls and desk areas. Tried to make it feel very lived in and cluttered in a way that only teenagers can achieve current asset locker:
This project is based on Jourdan Tuffan's Esbatuan Architecture. I made this in order to become more comfortable working with a trim workflow and trying to reduce the amount of hand-textured assets in a scene. I heavily relied on Silke Van Der Smissen's dissertation on material layers and highly recommend it for anyone who…
Hi everyone, so this is my progress so far.. I hope you guys enjoy it and feel free to give me advices as this is my very first big project ! low poly first scene: Progress of first scene: progress and character on scene. I've complete the base mesh of the character on Zbrush, it was 12.666 points witch gave me a 900mb…
Looking at the scenes and at the concept art, I'd say this has a little ways to go before completion. The biggest detriment to the scene right now is that the scale is off in comparison to the concept art. Mostly the scattered debris and the size of the bricks on the texture. The debris in your scene are much too big; the…
One of the key lights in my scene is motivated by a light source outside of the scene - in this case, an underwater light effect shining through portholes in a corridor. I was thinking about using a dominant directional light to simulate the sun's rays casting through the water and into the scene from outside the vessel,…
hi i have some funky wunky x-ref problems and it would be so nice if max would learn to handle them correct but no.. it don´t want to.. so maybe there is some trick or some other solution, maybe someone knows.. ok here we go: i have a smal scene with some animation (some objects are x-ref-objekts some are normal un-refed…
Appreciate it :) Thanks for the feedback! That's a good point about the rocks. While I did want them looking bigger to create a separation between the grass and pavement, perhaps I should have dialed it down a bit. Also funny you mention the rocks, they (and the clouds) were the only assets I didn't create specifically…
With each change to a material there is a significant pause sometimes 10 sec. Even changing a color is slow. The scene has many objects and hiding them improves performance a bit, but it still lags a lot. There are no real complex shaders and no textures in the scene. I use Vray. In an empty /simple scene there are no…