I know this has been asked most likely a million times but can anyone explain to me all the steps you have to go through to prepare a model in 3Ds Max (2010) to Mudbox (2009)? Whatever I'm doing from memory isn't working cause importing my OBJ files crashes Mudbox. Milk and cookies, -Zilk
I looked around on YT for you and there are speed-modeling videos like this one that could help you. Just be aware this is sped up 4x or so, just to make it less boring. But you can pause anytime and replay things. I would suggest trying to replicate exactly what they are making, following along step by step, just to help…
Hello All, I am trying to recreate this picture for my portfolio: the question I have is how would you recommend I recreate the stairs... 1. model out the stairs in a spiral pattern? 2. model each step seperately and place them accordingly? Currently Ive started a basic stair piece in zbrush as shown below: Any good ideas…
It's not so different from what you described your "usual workflow".. model it step by step.. you might have look at this to study the topology: https://sketchfab.com/3d-models/free-193839-vairogs-v2-new-version-e3a9b187643c4bbb84c485b1dd2a53a3 ..IDK if this is already to "highpoly" for what you want/need. So for a more…
Hi Everyone, Looking forward to this contest. Hall of lost steps: A dark place where the whispers of the damned are heard from the underworld. Software used: 3ds Max ZBrush Xnormal Photoshop Substance Painter Quixel suite Unity3d some sketches and references
Hello there. I'm creating a building in 3ds max and since the build in stairs are weird (for me at least) i decided to make them manually. Although i tried to approach it in different ways, i cant figure out how to make the 30 degree steps.
Hello guys, iam on it to create a very cool and military /sci-fi indoor enviroment. Iam knowing the techniques of creating this stuff but iam quite not sure how to start and plan an enviromental piece. I wanted to create something in this style type: I know that there are some experienced enviromental artist in here. Do…
Wanted to drop a quick pipeline piece we did solving a data-bloat problem. We needed a reusable, highly deformed eye rig setup for a stylized project, but relying on geometry caching to bake out the lattice deformations was killing our data foot print. We’ve shared a quick, high-level teaser of the rig over on LinkedIn if…