Hello! Facing a really terrible problem here, solution of which i cant find. The problem is, as its said in the title, is that 3ds max suddenly started to distort UVs along edges. This has not been occurring in 2016 version. Here is how I get this effect. I am texturing a wing for a helicopter…
my opinion about the art test is that it seems to not respect your time. If they see your portfolio they understand what quality you can hit currently, and if they want to know your typical workflow process they could spend an hour asking you questions about how you would plan to tackle this. But if you will work for X…
All right , that sounds great! I'm looking forward to this update:) There is just one abnormal behavior I've found: For some reason the script doesn't work right when the LOW_ is linked to its corresponding HIGH_ and the opposite too(HIGH_ is linked to the LOW_). However, it works great when you have one LOW_ object with…
Depends on the platform and the vehicle. Sorry for the non-answer, but those two things are going to dictate how many polys you get. For a console spec MW3 car you could be looking at the low thousands. Obviously the less wheels and interior detail, the better. For a BF3 high detail vehicle, and since yours has 8 wheels (+…
hmm, depends on which one you pick. In most cases you will get some *.ms file (maxscript) which contains the script. So if you take the first script, it links to: http://scriptspot.com/files/Tik_Mass_Randomizer_v1.913.mcr which is a macroscript (mcr = macroscript), a macroscript is container that holds the maxscript so…
I'm glad I am doing it justice so far, and yeh I guess I was seeing things when I put the groove at the angle change, I think it willread better without the groove. As for the seams, I guess I'm a masochist and decided to model them all into the model rather than using floaters, to challenge myself.* I blocked the form of…
Thankyou all for the feedback, much appreciated! @Jess I agree with you there, needs something to balance it out, at the moment i guess he looks a little bottom-heavy. I will fix his bent legs at some point too :P Colour scheme is just colours to help seperate out elements at the moment, will be doing colour experiments…
why not build in chunks and render those chunks individual , for example if your having alot of floaters that are sub divided you can break those apart, and take big chunks that have micro details and bake those off as indivdual pieces. the idea is when building high poly is to think while building it how you can break it…
Brilliant stuff, theres a great deal of evidence here to suggest you will have a fantastic career if you can find people capable enough to recognize the true quality of your later works like the old house and man in the jar scene. Its clear you made the effort all the way through on the house, you spent your polys in a…
Its very important to realize you're literally just projection onto flat planes here, so it isn't a realistic test at all. Mine was the worst case scenario(a box with no hard edges) but every mesh is going to have some smoothing that needs to be accounted for, which a bump->normals workflow will never be able to do…