Hello, Does anyone know any software where I can easily stress test some basic shapes? I am modelling in 3dsmax, but I don't think the MassFX simulation is that reliable. (I know it's a more engineering question, but I thought someone here can help) For example this piece which will be made of wood, if it will stand or…
I registered here to ask for help for this one problem that is driving me crazy. i have no idea why its happening or what specifically is happening but my viewport goes crazy in 3dsmax 2012 when i have bones; moreover the bones refuse to be invisible regardless if i set them to render or not, and i've also set them to be…
I'm trying to track down models of a navy ships interior. rooms / hallway's etc. Just curious if anyone has come across anything like this online. Preferably navy but commercial would work also if it can be re-textured to look like navy. 3DSmax format. If you know of something just send a link along. Thanks.
I'm creating some models in 3DSMAX vray that I want to be able to transfer to UE4 at a later time. However I understand the requirement for vray and UE4 are different. UE4 needs a lightmap UV, which I assume means I need to be correctly assigning UV's as I'm modelling? I also assume I will need a high poly / low poly…
I agree with Chillydog12345 andJorvid, and I would also say that you should add variation through use of light color, as well as darkening the scene. Try using less normal information and push your texture sizes and add more subtle color variation to the textures. It looks good for a 3dsMax\Maya render :)
prebaking (or handpainting the lightinfirmation) has been pretty standard a while ago and still make a lot of sense on weaker systems. @op: you can definitely do this in 3dsmax, in ddo you could fake a lot using objectspace normals as masks and fake directional light this way. not sure if it can bake in matcaps/cubemaps.
Hey man thanks for your comment! :) I just model it all out in 3dsmax, no sculpting or anything. Though I would like to sometime get into sculpting for more organic pieces like cloth and etc.... someday! Starting a small 4 piece prop scene study. Finished the hipoly cart for said scene.
Oh, that's interesting. So you can maintain several separate objects in 3dsmax then, and it'll come out as one solid object at the end. So does it only print the outer shell? Or does it print one solid form for the whole thing? I mean, can you have the figure be hollow, or is it always solid?
Hey Jmiles ! Amazing work ! I've a question : How much time did you spend on the armor basemesh in 3dsmax? And all the details on the basemesh ( like spikes, cercles on the shouler, .. ) , after import that in Zbrush, did you keep all as separate subtools or did you merge them together? Good luck for the Retopo :-)
I'm glad you got this working. Another way to do, for people that search in the future, is to use Animation Layers. They basically do what I mentioned above, but it's all behind the scenes. :) http://docs.autodesk.com/3DSMAX/15/ENU/3ds-Max-Help/files/GUID-4C8B42F3-5EF1-458B-B806-E1234CEA87B6.htm