Hey thanks Jesse! Although it's still not as clean as I would have expected. I use 3Dmax 8. Nevertheless this is much better than mine so I will use it. Thanks!
thanx for comments again, i personally like this yellow, but if you say so, here's a little bit desaturated version ZacD, it's a 3dmax viewport, only two omnies with black shadows :)
https://wiki.unrealengine.com/APEX_Cloth_(3ds_max)_-_Video https://docs.unrealengine.com/latest/INT/Engine/Physics/Apex/ I think you can attach animated skeletal meshes with simulating rigid bodies, and cloth to that but I never actually tried so I'm not really sure how would this go. But other than the links I've put…
Hey guys. My first attemp to model human head and texture it. The textures are photopainted. I used 3DMax for base mesh, zBrush for small details, and PS for textures. Its realtime view using J.I Styles skin shader. Thanks for comments
I could understand if someone would ditch Blender in favor for 3dmax or the full Maya suite. But Maya LT? It's such a trimmed down package, that I find it quite a impudence to sell that for $50/m
Hey! Are you using 3Dmax? Yes I've set the object's visibility to 0,9 in the object's properties. Thank you, I'll check the links you provided and try adding more edges. Thanks!
Thank you guys ;) GrungyStudios: most of the parts are base shapes from 3ds max because it's easier for me for hard surface modeling. But in my workflow I use a mix of zbrush and 3dmax.
pior, yeah im trying that plugin, but, it wont export with crease well my modelling workflow all in 3dmax, it be double work if just for cheking crease i have to use maya