ok, so my initial sculpt was made using arshes basemesh (i love it.) but now that it comes to the actual normalmapping part etc, i've rebuilt the low poly mesh to the point where it no longer resembles the basemesh, and has many new/removed verticies. is it still possible to import this new low-res mesh into zbrush and…
hey does anyone know if or what the max equivalent to the maya Mel script move- x 0; is so that i can snap large groups of verticies to x=0 all at once? not a huge deal im just crossing over the programs and trying to familiarize myself with the Max version of the tools i frquently use in maya. Any help is much…
This is my 1st post on poly count so feel free to disreguard what i say, But the verticle parts of the stairs might look a bit better if they didnt have the same texture as the rest of the floor, and maybe model a small lip onto each stair to give the effect that the stairs are huge slabs of marble on top of a brick…
Just to be clear, the optimize filter shouldn't be used for final work really. It's just sort of a quick preview of how much detail you can remove before the object turns into a bunch of skinny pieces of geometry. I'd highly recommend doing proper optimizations by removing edges, verticies and welding pieces together.
First you need the tires and rims right. Those is a data set that is doable without imageplanes and it does get you started. Than you need a rough base blockout. If thats ready its just a matter of moving the cameras and playing with the vield of view. To get the cameras right you need about three days of constant moving…
Yea, what glynnsmith said. As for crits: I think your scene is pretty bland. Besides the lights, everything is brown. You can afford to break that up with different hue on some of your panels and whatnot. The vehicle...looks like takes off vertically like a helicopter...how does it get out through that small port? Also,…
nbac Only terrain. I tried it for icebergs, but was not happy with modularity. So just sculpted them. Sky currently primitive, just some panned cloud textures with UV distortions+ additional texture directly connected to Power value node, and affects alpha erosion of visible clouds. IWant to make more accurate masking for…
I started to texture this guy and I immediately realized that the mouth was completely wrong, so I'm going to have to start over again :'(. This head is so tricky! Hand painted texturing in this style is really fun though! I feel like my enjoyment of the texturing is going to help push me to fix and finish the model :) .…
Done :) here is the script:function smoothByUVShells=( clearListener(); if (getCommandPanelTaskMode() != #modify)then(--make sure we are in the modify panel section setCommandPanelTaskMode #modify; ) if (selection.count == 1)then(--at least an object selected local obj = selection[1]; local uv =…
Ha! I see what you mean now. So, that sort of lightning can usually be baked fairly easily with max and maya. Most of the time you will get the option to either render this to texture, or to vertices. I never actually did it in Max but in Maya look for batch bake > MentalRay, there is tons of things you can do, even…