http://cganimator.com/3dsmax-datachannel-modifier-sample-pack-2/ https://vimeo.com/232405064 Download max files from my homepage. cganimator.com/3dsmax-datachannel-modifier-sample-pack-2/ This is my second DataChannel modifier sample pack. If you have not checked my first sample pack. Please check my 3dsMax 2017.1…
This is the lookdev render of my Yamaha XSR700, using Albin Merle's studio he so kindly provided for free. Go check out his work, it's amazing! (https://www.artstation.com/albinmerle) If you want to see the full post, here is the link: https://www.artstation.com/artwork/r9RkV5
Hey guys, Sometimes out of nowhere, some of my objects turn black on the default renderer. Anyone have any ideas of why this happens and steps that I can take to solve this issue? Look at the windshield in the image attached
Hi everyone, Here goes some of the stuff I worked on this year... Starting with the Duman multikit model. * Concept by Macs Gallo * Sculpted by me (Hector Moran) * Painted by Fabrizio Russo (Demon Version) Scale: 75mm Pieces: About 20 Material: Resin cast Boxart shot:
Malcom, make sure your artist uses the supplied maya plugins if they aren't force triangulating the meshes. Maya handles normals related to triangulation differently than other tools. Basically, a quad can have different normals depending on which direction it is triangulated. However, in maya there is a third possible…
The important part of all this is inset by smooth group. To be honest I'd worry less about building stacks and stick to that. Swordslayer .. can I ask what you're doing to manage inset overlaps? I've been looking at various algorithms but I've not seen anything that isn't inherently slow or immediately suited to working in…
Could be Maya version. I worked on 2012 the most since that's what clients require. 2013 2014 have been worse in my limited experience. For every character, we usually have a separate base mesh for the whole body with no split. It would have similar or higher poly count. The riggers would rig this base model, paint weight…
@Mark Dygert: Maya does have the edge-loop option, but as I stated above, I'm worried that it will mess up the UV's. However, I will add more edge-loops and see how it goes. @Neox: Flowconnect is very much similar to NEX in Maya 2010-2013, and fortunately 2014 has integration (which allows for connecting multiple edges…
1) Max 2012 has such a feature. Its called "Linear Align", its found in the upper right, under "reshape elements". In 2010-2011 you can select edges click loop, click ring and click straighten, its down in the lower right corner. You can then click ring then loop for horizontal edges. In older versions you can grab some…