Hey guys, I just wanted to share with you a few tools and tricks that I've been using quite a lot in my UV workflow for Visual Effects. Nothing fancy, but I hope these gifs can help you somehow. You can check them in the link below. Hope it's helpful somehow! Part I: https://www.artstation.com/artwork/aRyyn2 Part…
Hi guys, I am new here and also to 3dsmax. I modelled a 2000 tris car in max and attached seperate parts (air cooling, spoiler, mirror etc) to the main body of the car. My question now is: Can you attach parts for a game model is that appropriate and a clean model technique or is it not the usual workflow of professionals.…
HAY HAY Voudi. So awesome to see you here man. Just wait till Emil see's this. As I have mentioned to you before I am really digging the style. The face especially is The strongest part at the moment. I would consider making his index fingers a little shorter and a little less fat. Possibly consider making them planes…
I think a little bit of blueish atmospheric fog down at the bottom would help boost the sense of scale and depth. Right now the values on the upper part, closest to the camera are competing with values at the very bottom, in the darkest part. In the illustration, the bottom part has lighter values and that helps sell the…
Update! More low poly parts, especially cover for gunpowder. Also I've done fast uv'd, baking and texturing of the ornament part - just to try how it will look. Note to myself: will need to better define the higher parts of the ornaments, or create better contrast on them :) Thanks @Elithenia ! think that the smaller one…
Actually i have the same Problem with my M15. I think the right side of this weapon is not easy to model. Im stucking at the same part as you, but i have leave it for now and modelled in the sight. Then i will make the part under this part: But MultiCamil said it: You can leave ngons on flat surfaces or connect them to a…
hmmm then i think it might be some what broken. I'm still getting parts that are not to scale with others. But it could be because the parts are at different angles than the other parts. Either way it works well enough that i can work around that little bug. So never mind my earlier request as you have retroactively done…
Hey I have been working on this guy for a personal project. Some things I like about him so far and some I am sure could be better. I would love some ideas and feedback on anything at all as I would even start from scratch to make this a really cool character. The chest parts are supposed to be part of an breathing system…
We're looking for an animator/artist who can expand on the base skeleton that we already have - the engine that we're using is best optimized if all animated clothing parts are part of the base skeleton, and it also has an upper bone limit of 75 - so we would need extra bones for a variety of clothing items to be attached…
So i have recently taken hard surface modeling as my main Workflow but i get these weard problems in some parts in the normal map. See these pictures here: https://gyazo.com/033eefd59a46ccba7f5c5844e8ab6534 https://gyazo.com/3fbb017213c9a2533858a30e7638f289 Are these common to happen in 3Dsmax Normal map baking? Are these…