Struggling with 3dsmax is one option, xnormal works a treat so I'd suggest looking into this - specially since the tool remains useful regardless of you learning maya later for some reason.
Pior: - yep, it is the standard MentalRay fast skin shader in 3dsmax - never used it before, but it is very straight forward to use - just wanted to test it on this model Jackablade: - Nope, only 1.55b
I have to say, as much as 3dsmax has been pissing me off as of late, it always has had the leading edge in UV tools. And Normal Map baking tools as well
Welcome Smash! I use 3dsmax, MotionBuilder and Mudbox. Actually I have never tried Blender but I think I have played around a little with Milkshape back in the days.
i am actually working on something like that in 3dsmax - Aligning to the counter edge is also planned. As soon as I have more free time to spend I will give it another try
thank you very much for the assistance! 3dsmax is hardly intuitive and it doesn't help that many of the different material types are named after the people that invented them rather than what they do.
[ QUOTE ] There is a max2dts plugin, but it was designed for Max5 and I don't know how to convert it to Max7 [/ QUOTE ] Torque plugin for 3dsmax 7 is available here http://www.alexswanson.com/torque/downloads/max6_7tools.zip
I personally spent some time studying Houdini decade or more ago but found a company would be reluctant to build their toolset on Houdini base. Same story in a way with Substance Designer actually which nobody uses really but me. Then I found all I ever wanted to do in Houdiny like complex arrays and scatter systems are…
I recently integrated some digital battlemaps into my home D&D sessions from fantastic creators such as Dynamic Dungeons and Animated Dungeon Maps. These maps incorporate dynamic lighting, particle effects and atmospherics to create a greater sense of immersion for the player and my table has fallen in love with them so…
Salary: negotiable, depending on experience Antimatter Games is looking for a talented environment artist familiar with 3D pipelines, 3D asset modelling and Unreal 3/UDK to join the team in a permanent capacity. The role is based in our Falmouth, Cornwall office, and will involve working with our level design team and…