Hello Polys, If you're Working with Maya, 3dsMax, Zbrush, Substance Painter or designer, Quixel or building your game in Unreal Engine or Unity and look for room join US and daily basis on the new google hangout for Artists. https://appear.in/polycount
I have a geforce 7300 LE and when I turn on dx display in 3dsmax , everything has a blue tinge to it The normal maps other wise display correctly I have intsalled all the latest drivers Anyone had this before
I made this Extinguisher for a personal environment in Unreal engine 4. Polys: 956 Tris: 1850 Modeled in 3dsMax and texture in substance painter 2.1.0 Render in Unreal engine 4. https://www.artstation.com/artwork/aO2a8 I hope you like it :)
I'm going with a run down chinese style, steam punk throne room just because it sounds like fun and a lot of challenge I mostly intend to use 3DsMax Zbrush Unreal Engine
I'm trying to get away with just 3DSMAX, Substance Designer, Substance Painter & UE4. Going for environment design. Considering the power of substance designer and painter do you think it's necessary to use zbrush in a workflow?
You can UV a decimated zbrush model but you'll need to use a 3d modeling program like blender, maya, or 3dsmax. The lower polygon the final result is, the easier it will be to UV.
I sculpted the brick inside the mudbox took it into the 3dsmax and run the ProOptimizer to reduce the polycount after that i made a wall which I exported as Obj. into the xnormal to bake the maps.
My first guess would be the Ambient, but it could be a lot of things. http://download.autodesk.com/us/3dsmax/2012help/files/GUID-3FC710DF-BE48-4573-AB51-F0D34956A39-2369.htm
I just found mudbox too slow.zbrush is the 'canines gonads'. I will stick with it until some amazing new thing comes along , like sculpting in 3dsmax would be cool