The metal on the safety, magazine release and the trigger look more like plastic than metal. Also, all of the external metal parts should use the same material. The grain of the wood should run parallel to the long axis of the grip, and the grooves should be much darker. The wear from the safety in the following image is a…
Yes, as Eric pointed out, Gradient Ramps are an easy method. I'm not familiar with Modo, but my guess is that if there is something you can do in it, there is one to 10 ways to accomplish it in Max. One of the things to learn in Max is learning a bunch of the procedural tricks where one system can drive another. In this…
So I use Blender for my modelling pipeline, and used the rigify addon to make the rig of the character. Also in the female model I made the eyelashes to move with the eyelids. Trying some expressions also, but they're waaaaay to creepy Okey, I didn't want to sleep anyway. Time to get some references. With that also in…
First I would to thank you for making this tool/software. I use it on a daily basis because it's fats and easy to use it. My current next-gen workflow make me using it a lot since I often make some bake with xNormal to test some parts of my models (testing UVs, Geo and even normals). In fact, I rarely use Marmoset to make…
Thanks dat worked fine :) I checked Overlay Drawing but nothing happened. I googled it and the people say that this option is for Non-Geo Things. Whats your Workflow for this? Something else is this little Plane, inside my Reference Plane. When i grab for example the X Axis and move it, the Picture of the MP5 moves. It was…
s1dK, Thanks! :) AXEL, I can't really give a solid answer yet. But we've got tons of things done and are really close. Mud layer btw. Needs some more tweaking.
Sure, I'll keep an eye out. There have been other max-to-modo threads (like this one) which you might find useful too. I'm not that familiar with max but edge/axis constraint sounds like action center's in modo. Or other more specific things like the edge slide tool.
Hopefully this'll clarify a little bit. Decals wise I mostly use textures which have unique details on the top half of the UV and a tiling section of the same material on the bottom half. That way, you get a matched material for your unique details as well as being able to tile it across one axis. Vertex colours are used…
This is great post explaining all that. https://www.riggingdojo.com/2014/10/03/everything-thought-knew-maya-joint-orient-wrong/ main thing is consistency in the joint chain, whether X is twist axis, or Y or Z.