Does anyone know how to set up geometry in max to export in set polygroups in zbrush? for example a making an armor plate piece in max and then exporting the piece where the side edges and front/back are a different polygroup. Thanks!
for example in; reference to a 6ft person? is this something I should watch for and if so, where would I change the reference or scale that 3ds max uses. Or should I just go and do it. its going to be for my portfolio.
So I just tried to switch my avatar, and it told me Am I doing something wrong? I'm 100% sure that animated avatars are possible, because I've seen them before. For example, here and here.
Anyone got a script that select uv shells by size, for example I want to click a button on my model and select all uv shells of the current uv set that are smaller than a certain size.
Eh all, Before I try buying it, does anyone know if SkyPaint is still current? (http://www.skypaint.com/) Or has it become a bit outdated compared to something newer? Anyone using it right now for example without issue? Thanks! :)
Hi! I think currently the scene is swallowed by the fog which reduces readability/composition. Adjusting the lighting so the gate gets captured better would also help the readability, especially the warm lights. You have some cold light complementing those, I think that's good. I understand that you want to have simple…
Textures.com has a great library of stuff. For example: https://textures.com/browse/3d-scans-atlas/114563 The license basically says "don't resell as source content" but allows for derivatives.
Yeah, certain locations where LOTR was shot have in my opinion a similar aesthetic, Earnslaw Burn as an example and possibly also a few areas around Fiordland.
To do this you can just use a screenpos node as UV's I have an example of that in this shader: (top right of image) http://www.flickr.com/photos/sprunghunt/5177430382/