If I have an object in the scene selected and I deselect it, it will freeze Max for about 3 seconds. However, this only happen when I have the either the modify or hierarchy tab. Things I've tried: I'm using 3Ds Max 2015 64 bit Restarted max Restarted PC Reset UI to default Installed service packs 2 and 3, I already had 1…
Having done various animations these past two months I thought I'd do something different. I used Maya, Arnold and Photoshop to create the scene. MK 1 Tank - Advance! Development Scene After having built the model early last year I was able to focus on the environment, the grass was made with painteffects and was build…
Hello, I need some advice regarding material creation for a pre rendered scene that I'm making in Maya that will be rendered with Arnold. My goal is to create a beauty render. I was thinking about the workflow to use to create materials for the scene, I usually do a proper uv workflow where I make the materials inside…
well..i did what i didnt want to do..i picked up MILKSHAPE 3D and used it..and ironically i seemed to like it after a while , i finally got used to some functions and pulled together my first EVER attempt at a model. here, have a look: I know its not much but i found it pretty good for a first, one thing i hate is that the…
[ QUOTE ] As you can see, I mesh smoothed it, but I'm gonna include lod for the model. [/ QUOTE ] Mesh smooth isn't a very good way to improve the geometry of a mechanical object like a car (also, it would be much more helpful if you could post a wireframe of the mesh before you applied mesh smooth). You should model the…
The 3d model was designed according to the real Model base, It’s created accurately, qualitatively, and maximally close to the original. The high-detail exterior is great for close-up renders, Also the model was created with 3DS Max 2011 using the open subdivision modifier which has been left in the stack to adjust the…
Join the GOW team! The Santa Monica Studio is an open and creative environment, where we strive to make the best games in the industry. Join us as we embark on our next project. Overall, the position of Senior Concept Artist is expected to partner with the organization to: Responsibilities: * Is a contributor to the…
Hi! If the question is "split UVs at hard edges?", the answer is yes, UVs must be split at hard edges. But edges at UVs split don't need to be hard. A search should bring up a few more threads on this topic. Depending on the mesh, if each face had its own UV shell, it would foremost be a waste of texture space due to the…
It's not to match some target offline render , rather do what you see in reality. It's just offline renders do it much better. The main issue with typical PBR workflow, metal-roughness at least is that it's usually totally locked and inflexible. Serving the idea of being fool proof so silly low IQ artists wouldn't do…
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