Er, it's like this: - tesselation adds more vertices - displacement moves existing vertices So it's like, tesselate first, then apply displacement mapping. I don't really expect it to become widespread until the next generation of consoles gets released; they should have support for the tech so it can be the new standard.…
It's usually cheaper to just combine them in photoshop. If you really wanted to combine two normal maps otherwise (for instance, if they are using different UV channels, like a detail map maybe), you'd have to do it via shader. It's probably doable in 3dsmax 2011's new nodal material editor (not sure, haven't looked into…
whats program are you using to model in? maya has no official support, but a user has created an exporter for maya, but it's somewhat buggy and any mesh that would be animated can't be exported out with maya.Xsi has some official support, but the exporter again is buggy. The official tools are all for 3dsmax, and they work…
Hi. i need advises for modeling details for this shoe : i am modeling the shoe in 3dsmax. my model is almost complete. but i need to know, how could i model those holes in the black areas surrounded by white areas. seems a little bit complex to me. i have tried path deform modifier but in some situations like the middle i…
Hi all! I've created this hommage to the 'AndromedaStrain' after I watched the movie last weekend and fell in love with the setdesign. I decided to rebuild the labscene in UnrealeEngine so I can fool around with the new realtime raytracing features. Lighting is completely dynamic so no baked lights/lightmaps at all. I used…
Hey guys, So lately I've been watching a series about ancient Egypt and I got inspired! Modeling - 3DSMax / ZBrush Texturing - Photoshop / 3dCoat Composition - Photoshop These images are rendered in Toolbag and then edited with Photoshop Heres a link to my artstation for wireframe and…
Here are some pages and prep work samples from an interactive book for the iPad I've been working on. Download from iTunes here. Each page has interactive elements that relate to the story. These involve pre-rendered animations as well as real time 2D physics engine based simulations. I used Zbrush to create the characters…
Hi Polycount, I am trying to work on my 3d skills. I haven't built many models, and this is my first post here. I wanted to post my WIP and get feedback from you all. I am using 3dsmax to model. So far he is 4,470 polygons. I don't know if that is a lot. I am making him for animation, not for a game engine. I have attached…
Hello all, One day I had the idea to try and do a next gen version of some characters from one of my favorite FPS games, Quake 3 Arena. I did a hi res model of the character Patriot, but then crunch came along and I never got to building the low res model for him. But I thought I would post a pic of the hi res model. Done…
Hi there ! Last week I decided to start a personal project, creating a 3D-sculpt of Mathew Ryan, Goalkeeper of Australia & Club Bruges. First I started by modeling a basemesh in 3DsMax, which was an exercise in getting the topology done. Next I started sculpting and experimented with fibermesh for the hair. Eventually, I…